Started by Ariel DK, November 29, 2019, 11:15:03 am
Quote from: Dune on November 29, 2019, 12:13:44 pmIs your pop of debris sitting on some 'floating' fractal? Then maybe the fractal itself can be warped or animated to have the debris float several ways (and/or rotated!), plus the overall movement.
Quote from: Ariel DK on November 29, 2019, 12:57:39 pmQuote from: Dune on November 29, 2019, 12:13:44 pmIs your pop of debris sitting on some 'floating' fractal? Then maybe the fractal itself can be warped or animated to have the debris float several ways (and/or rotated!), plus the overall movement.Yes Ulco, they are setting by a "floating" power fractal. unfortunately i already tried that idea today. the result was a more random motion of the objects, the problem was that they suddenly changed direction crazly, this could be due that the objects are displaced BY the PFS, and not moving WITH the PFS. the real movement of each object is done by the manual animation that i did inside their nodes, which as you saw, is not 100% realistic...
Quote from: Dune on December 01, 2019, 02:31:47 amMaybe the displacement sizes are not small enough. With more diversity in animated displacement, and rotation the instances should react on a smaller scale. But don't forget using a compute normal/compute terrain with a very small patch size in that case! Pop should sit on that compute node.Though rotation will likely not be lineair, but more like haphazard rotation. I don't know how to get each instance to really rotate in different ways constantly. Then you probably need a few copies of a pop and have them rotate differently.Mind you, I've never done this, purely theoretcal.