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idea #286: Collision or Proximity Shader



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Written by Prodeous the 17 Oct 08 at 04:56. Category: Material System. Status: New
Description
One addition that could be welcomed is a shader that reacts to particles.

Seen something like this in Cinema4D.

Useful for using it as a displacement map and shooting bullets. Instant dents to the object ;) Also good for shield effects.

Basically, the proximity shader looks at the designated emmiter, and based on how close a particle is to the surface of the object which (which the shader is applied to) make a spot on a texture (Grey scale is sufficent). This then can be applied to just about any type of node. :D

Example for using it would be as following:
bullet impact:
1st emitter shoots a "bullet"
upon impact, bullet particle is eliminated. It triggers a new emitter (object it impacts) to spawn a new particle. This new particle is used on the proximity shader which is applied as displacement creating a dent.

shield effect:
1st emitter shoots a "plasma bullet"
upon impact, plasma bullet particle is eliminated. It triggers a new emitter (object it impacts) to spawn a new particle which slowly moves away from the surface. This new particle is used on the proximity shader which is applied as alpha channel creating a "shield impact" effect. Why moving away, because then it looks like the impact triggered a huge reaction afterward is shrinks as times proceeds.

this can be simplified. it is something that could improve some SFX.


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