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.
https://vimeo.com/5429867
Anyone have any pointers?
Thanks,
- Anupam
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.