Close
Tutorial

36 Unwrapped Geometry_pt4 For Intermediate

Hi,

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).

Abs(Tpos-P)= diffPos

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:

https://drive.google.com/drive/u/1/folders/1eOrvk2ddiui09VIvqE0ZTNgdYEyrAOxL

Here the link to the video tutorial:

https://youtu.be/655TwrtZb5o?si=pwEGzW3ahb-emIwx

Requirements:

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

 

Happy programming,

Simone

Experience level 

Comments