Guys, I'd like to revisit this topic. I haven't found much info on using a procedural vop shader on sprites. Does that imply that you can basically render a sphere of noisey volume instanced to each sprite, with perhaps a flownoise that's stretched based on particle velocity? Does anyone have a sample hip with this working?
the other approach is to use a purely fluid based system which can work if you play around with particles, streaking them, adding some viscosity then using them as a fluid source but that option seems to soak up a LOT of sim time especially for shooters that extend out very far.
Basically end of the day Im looking to replicate the overturn technique.
Anyone have any pointers?
nomad, on 01 June 2012 - 11:33 PM, said:
Also, you can use sprites with a procedural VOP shader.
Once upon the time this technique was described in the 3Dbuzz tornado tutorial. (http://forums.odforc...d-buzz-tornado/
After it was replicated many times, with different improvements.
.. it is an old technique, although it is very fast.