- Sep 9, 2017
- 77
- 78
I haven't tried VAM personally but watching that gif is interesting.. it actually isn't very realistic for one. But it certainly is very dynamic and flesh-esque. I can see there is spring movement driving it at a base level but the edges distort in a very odd way, I wonder if there was some shader tricks used here.I actually took a close look in VAM, there was a scene where you could enable slowmotion, so I watched it closely and I believe this method is similar to how it's done there (it's obviously actual softbody though, not thruogh material, but how it looks is similar to how this effect you suggested probably would), I don't know if it's a unity function or something the developer did, I just noticed that when the ass was shaking a certain way (normally you can't see it), a big chunk of it moved like bone based jiggle while the surrounding areas moved more like jelly.
Let me see if I can't capture it.
View attachment 3902946
There's definitely some merit to this idea.
Edit: Also about sending the data from a materialbp to another, one way I know can be used to do that is rendertargets,In blueprints there's a node to draw a material to rendertarget. There's also a node to create a rendertarget so you do not have to pre-create one (only a placeholder). I'm not sure how expensive it is to draw to rendertarget every frame though. To then pass that on to the main body mateiral, the easiest way to do it would be to use dynamic material instance, and just passing the rendertarget to a texture sample node that way (you do not have to pass it on every frame, just once when the rendertarget is created).
The first thing that comes to mind is maybe that used something similar to the spring bone>shader method I described earlier but then used better shader knowledge to make it look like above? The immediate idea I have is perhaps using sine/time to "animate" those jiggle masks in the shader as they are sampled which might result in what we see in that gif where the edges of movement have this particular deformation that looks oddly "soft".
I'm quite busy with work and stuff atm but I hope to experiment with that and also the depth fade trick you found. These may be able to come together to form some sort of soft body solution that is passable.