This is an advanced example of a portable scene in TD.
In here we use 3dTexture to store vertex animation data and we feed our PBR with that texture.
I ask for instance indices and with those i read the 3dTexture accordingly.
This allow a fast way to pass different vertex position per instance and is the base of a complex VAT(vertex animation texture) setup.
For normals we use a simple concept:
I have N as normals given from the SOP context related to P( read it from the geoCOMP )
I have P as postion given from the SOP context realted to N( read it from the geoCOMP )
I have a texture that is like P but with the points in another position = Tpos
I can get the difference of Tpos and P , so i know i much i move from our starting position (P).
I can now move N based on this difference so i move the normals according to the animation.
N = N+diffPos
By doing this we do not waste any resource given from TD and we can just pass animated points and do not worry about the rest :-)
I try also to show how to use shadow properly, you will enjoy the real result only with a commercial version since i use showMaps big the double of the render resolution.
The example File offer also a custom COMP that i create in order to work with animated FBX and record your own 3dTexture so to reuse the example in a more efficient way.
Here a picture:
more about the whole pipe line in later premium Videos :-)
Here the link to an open GDrive folder with the example i will use in the tutorial:
Here the link to the video tutorial:
THE EXAMPLE WAS CREATED WITH AN MSI LEOPARD WITH A 3080 AN RUN STABLE AT 60
!!!!!YOU NEED A GPU WITH AT LEAST 4GB VRAM!!!!
Min spec Nvdia 3070.
DISCLAREMER : NOT TESTED ON AMD GPU