Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
3D emboss
#4
(10-03-2022, 10:15 AM)ericvenn Wrote: Hi Jose,

It's a pretty simple set. Just a high res cube (about 10 K polygons) that must be crossed by wires. Here you can see the results of some tests made by the client, that are not really correct, as the slopes of the wire holes are too straight.
It does not look like plastic (I don't know how they did it) (see picture in attachment)
Other detail, this is for a mobile game.
I have no idea how many particles an android phone is able to handle, and so the visual results that's going to give. 
Thanks for your help ! Sonrisa

This will require an insanely high amount of particles (probably as many as vertices, 10k), and if the target is a mobile device then particle-based softbodies are definitely not the way to go.

Assuming wires are always straight -or can be reduced to a sequence of straight lines- one possible way to achieve this effect is to just calculate the distance from each vertex in the cube to the wire (point to line segment distance), and plug that into a falloff curve to sink vertices in. This can easily and efficiently be done in a vertex shader.
Reply


Messages In This Thread
3D emboss - by ericvenn - 09-03-2022, 07:20 PM
RE: 3D emboss - by josemendez - 10-03-2022, 08:50 AM
RE: 3D emboss - by ericvenn - 10-03-2022, 10:15 AM
RE: 3D emboss - by josemendez - 10-03-2022, 10:41 AM