Messing with an idea link particles to a updating shader color. This was a test of linking a camera render texture to a particle system shape texture. Works well so next step is grabbing the shader texture update and assigning to particle shape texture.
Here is the #maya side of that baked #physics#simulation. You can see I got away with it by having two colliders on the sides to guide the rocks without looking unrealistically restrictive. Happy Monday Everyone! I'm running around packing up my Apt today :D
As I look more into the math behind #interiormapping, I took a stab at an easier approach of baking a reflection probe cube map and then using that to apply under a mask. I also threw on a #parallax detail map but took it out for now. All done in #unity with #HLSL.
Had problem to tackle of making a physics event in unity but have it play out the same way each time so that gameplay isn't impacted. Ended up baking a #physics#simulation in #maya and importing the baked animation to #unity. Throw some particles on the rocks and it works well!
Quite a few tutorials on how to do mesh clip shaders so I took a stab at it. Only one tutorial was able to avoid multi passes so I merged that with other info I found to get the best result. Combo of C# control script and shader. Next step is render red part for particle emin tex
@JarlanPerez That's how I was until I got an art test that suggested I not use visual scripting tools XD. I think the fastest way for me to learn coding is to come up with personal project ideals that make me curious and excited like an object manipulation code and or shader. Good luck!
Some more #vertexdistortion based off of a greyscale intensity mask. Added some distance based tessellation and ability to adjust the sine wave speed, amplitude, etc.