Unity (PC) - Mesh Warp (43/52 Weeks of Sharing)
Mesh Warp demo in Unity (PC) 1920x1080 16:9 144Hz resolution. This is not pixel shaders. I am modifying the mesh vertices in real-time, using perturbations calculated by (Unity's implementation of) Perlin noise. Car model "HQ Racing Car Model No.1203" by Azerilo: https://assetstore.unity.com/packages/3d/vehicles/land/hq-racing-car-model-no-1203-139221
52 Weeks of Sharing:
Inspired by a photographer friend, Laura Totten, who published a photo for every day of the year 2019, I am going to share a piece of graphics programming for every week of 2020! I am using the, currently unpopular, hashtag #52weeksofsharing on YouTube and Instagram. Feel free to join.
- http://instagram.com/oohlalahhh (Laura Totten)
- http://xona.com/2020/01/08.html (Xona Games post)
Unity's Perlin Noise:
Unity's implementation of Perlin noise appears to be a common naive implementation that is mostly likely VALUE NOISE. Perlin noise is actually a form of GRADIENT NOISE which is the interpolation of GRADIENTS (first derivative angles also measured as normals), whereas VALUE NOISE is the interpolation of VALUES (end values). Unity's implementation is a common misstep. It has strong (poor randomization detectable by human) artifacts, such as lots of zeroed out locations. In other words, it does not look good and is a misrepresentation of the quality of real Perlin noise!
- https://en.wikipedia.org/wiki/Perlin_noise
- https://mrl.nyu.edu/~perlin/noise/
#52weeksofsharing
#madeinunity
#distortion
#visualeffects
#demoscene
--
Matthew Doucette (Xonatron)
http://matthewdoucette.com/