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Obi Softbody on SpeedTree
#4
(08-09-2019, 04:04 AM)JordanSliz Wrote: Does this system replace the vertex displacement shaders of the tree object? Or displace it on top of the existing shader?  

Neither. It skins the mesh to a bone hierarchy. This happens in the CPU, before any shaders kick in.

(08-09-2019, 04:04 AM)JordanSliz Wrote: Seems like something I could manage with quality settings and LODs to control physics near to player only.  What do you mean by "simple repulsive forces against spheres"; is this a feature of Speedtrees?

When I said "simple repulsive forces against spheres", I was referring to a very commonly used way of approaching procedural animation using the vertex shader. In unity they're implemented as spherical wind zones:
https://docs.unity3d.com/Manual/terrain-WindZones.html
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Messages In This Thread
Obi Softbody on SpeedTree - by JordanSliz - 01-09-2019, 02:34 AM
RE: Obi Softbody on SpeedTree - by josemendez - 02-09-2019, 07:18 AM
RE: Obi Softbody on SpeedTree - by JordanSliz - 08-09-2019, 04:04 AM
RE: Obi Softbody on SpeedTree - by josemendez - 09-09-2019, 08:09 AM
RE: Obi Softbody on SpeedTree - by JordanSliz - 29-09-2019, 11:04 PM