the shader has 16 slots for deformation operators. it uses dynamic branching to dispatch each operator.
the beauty is that the operators can be dynamically reordered and duplicated. #unity3d
the shader has 16 slots for deformation operators. it uses dynamic branching to dispatch each operator.
the beauty is that the operators can be dynamically reordered and duplicated. #unity3d
the "undo" steps are actually independent operators. i'm not just, like, moving t back to 0.
i can put this on a torus mesh, unwrap into to cartesian space, apply deformations, then re-wrap to toroidal space.
fallback shaders see a torus. full shaders see a ~fancy~ torus
the "undo" steps are actually independent operators. i'm not just, like, moving t back to 0.
i can put this on a torus mesh, unwrap into to cartesian space, apply deformations, then re-wrap to toroidal space.
fallback shaders see a torus. full shaders see a ~fancy~ torus
specular is pointing the right way, it doesn't fall apart with extreme deformations, and i can chain together several deformations. #unity3d #simulation
specular is pointing the right way, it doesn't fall apart with extreme deformations, and i can chain together several deformations. #unity3d #simulation
ray marching requires a euclidean distance metric to converge quickly. the idea here is to deform the surface (ro) and the incident vector (rd) using the deformation's jacobian. the march then runs in a locally linear space. #unity3d
ray marching requires a euclidean distance metric to converge quickly. the idea here is to deform the surface (ro) and the incident vector (rd) using the deformation's jacobian. the march then runs in a locally linear space. #unity3d
this lets me completely skip the process of manually computing the jacobian of a vertex deformation.
analytic normals without any of the legwork!
#Unity3D
this lets me completely skip the process of manually computing the jacobian of a vertex deformation.
analytic normals without any of the legwork!
#Unity3D
The number of cascades, their scale, and all physical parameters are now configured in one panel.
#unity3d #simulation
The number of cascades, their scale, and all physical parameters are now configured in one panel.
#unity3d #simulation
Making all the structures for a base to deform well, while also adhering to the seam design, is a fun challenge.
Making all the structures for a base to deform well, while also adhering to the seam design, is a fun challenge.
the goals were to have nice edge flow around seams, holding edges on all major features, and 100% quads.
two 6-poles snuck in, unfortunately.
the goals were to have nice edge flow around seams, holding edges on all major features, and 100% quads.
two 6-poles snuck in, unfortunately.