SamuZai
unveil_studio
unveil_studio

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Unwrapped Geometry_pt3

Hi,

here we are with the last part of our journey about unwrapped geometry.

Here we deal with sampled geometry.

This technique allow to work with complex geometry with out to relay to UV as sampling point in the vertex shader.

There are many price to pay for it:

1) we need to convert Sop-Chop-Top and this can not be done at runTime

2) dealing with normals recalculation is pritty complex

3) to have smooth normals you need to double the deformation pipeLine in TOP and sometime tweak it to make things look OK(isshhhh)!

The attached file is a preview of what will be done in the turorial.

Stay tuned i'll pubblish it soon in youtube.

Peace,

Simo


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