使用解算器烘焙柔体变形Houdini in Game Dev: Using Solver to do the Soft Deformation Baking

使用解算器烘焙柔体变形Houdini in Game Dev: Using Solver to do the Soft Deformation Baking

Introducing how to bake simulated deformation with Solver by Soft method(Constant Topology) instead Fluid method for better Game development(represent result in UE4).
Keeping geometry’s topology in the Game project is important in sometimes, it is not only allow you to use UV mapped textures but also could have better deformation interpolation which could reduce the memory cost.
谷歌翻译:
介绍如何使用软方法(恒定拓扑)而不是流体方法来求解求解器的模拟变形,以更好地进行游戏开发(在UE4中表示结果)。
有时,在游戏项目中保持几何图形的拓扑结构很重要,这不仅使您可以使用UV映射的纹理,而且还可以具有更好的变形插值,从而可以减少存储成本。

(提取码:vfxf)

说点什么

avatar
  想得到该评论有新回复的通知?  
提醒