top of page

Planar Meshing from Outline Part 3

In Part 1 and Part 2 a mesh was created from a user drawn outline, however it's not very useful without graphics to go with it. This article focuses on setting up the UVs and Vertex Colors of a mesh from outline and then further using that data for procedurally generated content and shaders.

Planar Meshing from Outline Part 3

In Part 1 and Part 2 a mesh was created from a user drawn outline, however it's not very useful without graphics to go with it. This article focuses on setting up the UVs and Vertex Colors of a mesh from outline and then further using that data for procedurally generated content and shaders. One instance where all of this might be useful is making a lake in a particular shape. The typical approach for a body of water in computer graphics is to intersect a plane with 3D terrain and sculpt the ground until it makes the desired shape. Then, expensive real time distance calculations on the GPU can help create shorelines with waves or darker areas for depth. Unreal Engine has the ability to generate "Mesh Distance Fields" so much of the data is pre-calculated but then Level Designers are limited to static objects at run-time. Plus, completely different approaches are used for 2D games and applications. Wouldn't it be nice to just draw the outline of a lake in a game engine or in a mixed reality application? The same approach could work for 2D and 3D alike.

© 2018 by gadz.tech. Proudly created with Wix.com

  • github logo
  • LinkedIn - Black Circle
  • Twitter Round
bottom of page