Placing particle emitters on dynamically clipped geometry

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3 comments, last by Norman Barrows 10 years, 9 months ago

Hey Gamedev,

I'd like to create a reveal effect that slowly reveals the model in a scene. At the moment I have a very simple pixel shader that will reveal the model over time with a quick sin wave at the edge of the reveal for effect. The result is something like this...

cCRXgla.png

Now, there is not a lot of impact with just this for a number of reasons. One thing that I would like to add is particle at the edge of the reveal. I'm trying to think of a number of ways to execute this but I could really do with some help since I'm sure that this is something that has been done a million times before. This is basically what I would be aiming for. Please excuse the extremely enviable msPaint skills

BviSYQ3.png

I'm developing this for use in Unity but I'm really new to it and don't really know exactly what's available to me. So if you have something that works specifically for Unity that is fine, but I'm really looking for just some general pointers on how to execute something like this.

Any advice, pointers, links, reference materials are all very much appreciated.
Thanks for taking the time to read my post.

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Rather than emitting particles, might an easier solution be to have another dividing line in your pixel shader?

So everything below the first line renders the geometry solid, everything below the second line renders your sparkly reveal effect, and everything above the second line is clipped.

It might be tricky to make a nice reveal effect in this context, but I think it'll be a hell of a lot easier than generating actual particle geometry.

another possibility:

a simple particle system (say 20 animated 3d billboards) that you simply move up the model with your reveal. make it busy enough and it should look fine.

maybe use one for each leg, then switch to a single 50 particle system for the torso, etc.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

I'd second Columbo. With a clear dividing line and a pixel shader than already does the clipping, applying a "sparky" texture might be enough. In general, it does not look like this effect is going to take more than a small part of the screen so it needs to be fast. Particles don't have this property, at least for the blending involved.

Previously "Krohm"


Particles don't have this property, at least for the blending involved.

quite true. depending on the exact effect (a sparkling texture vs a cloud of sparks) a pixel shader will be faster. particles wouldn't really be required unless the "sparkling" was supposed to occur beyond the boundaries of the skinned mesh.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

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