lynch_ppl Posted May 11, 2005 Share Posted May 11, 2005 I have a vex diplacement shader I wrote that is somewhat like water....So there is a grid(the water), and I want to have some sort of geometry birth out of the water, and have a couple areas where they are separating, to drop back into the water and cause some ripples. Then at the end, the geometry would be above the water, and be separate and still have the same shader. any ideas?? i was thinking about using metaballs and recreating the geometry all in POPs by using the real geometry as a colliision or something....but that seems like it wouldnt be exact and the wrong way to go about it, and way to many calculations. There must be an easier way to do this! any help is appreciated! Quote Link to comment Share on other sites More sharing options...
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