Programming models and shaders II
The assigment was to create a displacement shader that would imitate a running raindrop
The method I have decided to use was a blobby shader. blobs have a good quality to be additive and that can be very helpfull in simulation of raindrops when two raindrops collide. Based on the displacement, the opacity of the surface can also be controlled, and so it is easy to produce cut outs.
The blobs can be dependent on a coordinate system. If the coordinate system is animated (like parented to a rigid body) theoretically the blob surfaces can also be animated to look as if they are mooving on the surface
However, I have experienced difficulty with controlling the blobs just with parentng to a coordinate system, the only thing i could see was that the size can be controlled by those new systems, but not the position
After professor Kessons help, now I have this displacement shader. The problem then was that I couldn't see the coordiante systems, And where the blobs are, based on that coordinate system So the distance is measured around a radius around the center of each coordinate system, and so as the blobs are, If there are two dropplets at a certain position, their value is added
I have point constrained the coordinate systems to balls that I have put dynamic fields on (inspired by some last classes school work).
a rendered sequence
Now the next challenge is to make the surface surrounding the drop to bend in a way that it would look like an object and not just displacement