vimeo.com/album/3802039/video/141097553
as you can see in this video the polygon faces break into pieces.
anyone know how this is done?
my guess;
2 grids, one on top of the other, the one with more details over the more basic one.
but how do you split into more polys without loosing orginal shape? (external 3d soft?) thx
It’s a Tesselation shader - see page 315 of that book Graphics Shaders theory&practice we talked about!
ok great thx for reference!
But tessalation is not supported yet in TD right? That why I was asking if we can do it another way. Is this possible make more details poly without loosing original shape? a nod called complexify pretty much(add more points to a poly). or you think best bet would be external software? thx
You can use a Geometry shader in Touch - that’s the tessellation stage.
Bruce
no, that’s a different stage.
Modern OpenGL pipeline is:
Vertex stage → Tesselation stage → Geometry stage → Fragment stage
So a geometry shader comes in the Geometry stage, after the Tesselation stage is complete.
added example using sop`s
hope it helps.
(you can define more complicated groups using point attributes if needed)
SopDynamicDivider.toe (4.58 KB)
fantastic, thx a bunch. I’m sure I’ll manage something with all that. worst case I think a delete sop with that 2 types grid should do something close, or even with facet, primitives (one of my favorites). shaders are making more sense everyday, shader toys chats are very usefull.
I’ve even found someone that does coding live.
check him out;
vimeo.com/album/3802115/video/163922230
that example is spot on! thx Barak