Metaball point rendering
Strides are being taken! As of right now, the system is able to construct metaballs and traverse the surface they form, rendering points in some places along the surface. In the demonstrative image below, the center of each ball is marked by a sphere, and each point that is rendered lies on the metaball surface. This is the first step in constructing a mesh from the metaballs, and truly a great leap forward. The volume within which the metaball isosurface is defined is bounded by and axis-aligned bounding box native to Unity. The resolution of the uniform grid inside the bounding box where points are being checked is variable, so machines with high performance can use a higher resolution and that way get a more precise metaball mesh in the end.
The second image shows what it looks like when all points inside the metaball volume are rendered.
In both examples above, the location of the center of each metaball was randomized within the bounding box.
Github commit for this progress: 2ed37bda0d2b591d4a2b46e756d45c378afc5d20
The second image shows what it looks like when all points inside the metaball volume are rendered.
In both examples above, the location of the center of each metaball was randomized within the bounding box.
Github commit for this progress: 2ed37bda0d2b591d4a2b46e756d45c378afc5d20


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