Hi all! Welcome to the third and last post about procedural mesh deformation. For the impact we take the velocity of the objects colliding and their respective masses (if the object is simulating physics) and calculate the new force according… Read more ›
The next step was to find out how the mesh can be modified during runtime. It is surprisingly easy: All you have to do is call the blueprint node “Update mesh section” from the procedural mesh and send the new… Read more ›
Hey guys, finally a new post! And the waiting wasn’t in vain, we got good news! We got a functioning deformable mesh! In the middle of the runtime mesh prototyping, Epic Games released Unreal Engine 4.13, which has some exciting… Read more ›
After some research we decided to use the Runtime Mesh Component as base for the deformable mesh. We wrote a new component based on the Runtime Mesh Component. This new component can create a Runtime Mesh out of a reference… Read more ›
I’ve been experimenting a lot with the materials without having any pleasing result. One problem is that the vertices can only be moved around their normal, which constricts the possibilities by a fair amount. We considered then the use of… Read more ›
Now that the dynamic material is implemented I started working on the vertex operations. Now I am able to access all vertices of the mesh and also to get the nearest vertex to a certain position. In the video the… Read more ›
I created a first version of a deformation material. It displaces the vertices based green channel of a dynamic texture, that is created during runtime. In the video you can see that I can change the texture and material with… Read more ›
I have been experimenting with Unreal’s material editor to get a better feeling of the possibilities it offers. Materials will play an important role for the first approach of deformation. At this point, I also want to give a big… Read more ›