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Play the WIP here

Hot damn I did it, I made a fucking shader. I felt it was important to make truly dynamic bulges, and this is where it led me.

The base bulge system is now pretty much complete, I just need to put together a system to tie them together and put them under player control. The pawprint is currently tied to the camera for testing, you may have to get pretty centered to see it.

The belly has four layers of systems for animation: 1. shape key for general shape (had to implement my own bone driver system) 2. bone for general movement 3. shader for medium bulges (the most complex) 4. arbitrary normal map projection onto a surface for fine bulges.

The shader itself has three parts I had to figure out: 1. vertex position for actual movement 2. vertex normal transformation without access to neighbor vertex info so the shading reflects the new shape 3. depth material to make it cast accurate shadows after transformation.

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Comments

Aqua

this is really impressive!