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Author Topic: How to simulate a "paint bomb"  (Read 141 times)
frumbert
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Posts: 89


« on: September 30, 2008, 04:29:33 PM »

A paint bomb would permanently splatter paint on the region where it exploded.



That is, if of my non-lethal red paint bombs went off, anything in that region would be permanently splattered with red - the ground, the trees, props and any actors. Also, some level of occlusion would occur - paint would be "blocked" by props or actors.

I expect that to simulate such an explosion I would have to generate a number of small spheres and then eject them out of a midpoint and using physics simulation let them collide with objects other than other paint blobs (and knock them about if need be). At each collision I would then destroy the blob object and transfer/multiply a "paint splatter" texture the size of the blobs diameter onto the object it collided with, at the point that it collided.

Here's where I run into questions.

How do I find out the coordinates on the texture map of the various types of objects that the blobs collide with (props, landscape, actors)? I would then need to modify all those parts of the texture UV map with a splatter texture - permanently (or for the duration of the time they were in memory anyway).

Is there a better way to do this, such as with a shader?
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For every solution there are an equal to or greater than number of exceptions.
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