Cloverfield
Posted Mar 9, 2020, 6:02 PM UTC
Posted Mar 9, 2020, 6:02 PM UTC
Thats hot
Thanks!
np
Nice! How?
The mesh is just a bunch of suitably random oriented quads. Everything else is done in Shader Graph. I sample from a wind map at several scales to distort the vertices in the vertex shader, and sample several different smooth noises again at different scales to get some decent looking nonuniform color patching. At each frame, I update a single-channel "trample map" of where the ball is/has been, which affects the height and how much the wind jostles the clover.
Looks awesome! What is the tech behind this? (DX11, Tessellation, DOT, etc.)
Edit: DOTS
Approved :'D
This is awesome
Ugh thanks for reminding me I need to get some weed 'n feed for my lawn. Fucking clovers are already growing.
Is it an asset? If so, where can I get it?
It's not an asset, just something I'm working on currently.
Ah, would you be willing to release it as an asset?
I'm afraid it would take too much effort to turn into a meaningful asset, but I'll message you if that changes.
Ok,thanks!
Came here looking for a big monster.
But this is nice too.