#Hexa grid ground effect implementation

1 messages · Page 1 of 1 (latest)

alpine prawn
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Could anyone guide me on how I should approach this effect:
I want to walk on a grid (hexagon preferably) and I want hexagons to appear from below under my legs when I walk.

I made version where depending on distance it smoothly goes up towards camera when i move, but I want the smoothness to keep hexagon shape and not sphere.

https://youtu.be/CnM4-Fzd7OM?t=11
I want to make it similar to this, but way more simplified version for now.

Or I should just give up on shader graph and do it with tons of hexagon game objects?

Ominous terrain to be sure as far as the health of the league is concerned. There's 4 of this base type total in standard and I have at least 2 more of these to do if I feel like it; granted it's probably just get lucky with a fracture and then spam 400,000 chaos then eventually do omen crafting to make a good one of them which is probably only ...

▶ Play video
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This how it looks now:

gleaming pine
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The ground needs to be made from hexagon meshes
looks like it's a plane?

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The pillars need to be individual objects so that they can rise individually, or at least be individual geometry with their own center point stored in a vertex stream

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You could start with a floor made of individual hex pillars for the rising effect, and worry about combining them later since that'd just be for optimization

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Then you apply the offset per-mesh

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Doing it by distance to player works, but if you want it to be persistent like it's in PoE, that information needs to be stored in an array which a shader alone can't do

alpine prawn
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Thank you a lot for your knowledge! So it seems separate meshes will be the way to go. Will abandon the shader idea for now.

surreal sonnet
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Well, you can use a texture to denote the areas that extend towards the camera if not an array

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The tricky part however is editing another texture to specify that an area was already raised

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So, two textures. One specifies the max it raises, and the other would be the progress

gleaming pine
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For the persistence part I think PoE is using an RT texture that's being "painted on"
The processing of that texture can take care of the animation progress as well, if the "paint" accumulates

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They probably have a parallel CPU representation of the texture/array to make it easier for monsters to also rise with the platforms and for water effects to appear with the rising pillars

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Both techniques have been used together by Fog of War implementations for a long time