Archive 17/01/2023.

Models dissolving like Doom 3

1vanK

For now without burning edges

github.com/1vanK/Urho3DModelsDissolving

Use slider to dissolve

1vanK

Added burning edges

codingmonkey

nice) but how about dissolving from top to bottom?
and you probably better turn off cull to see back faces also

1vanK

but how about dissolving from top to bottom?

Dissolution is applied to the material, rather than the model. I do not quite understand how to find the top of the material :slight_smile: Probably it can be done with dissolving map, individually designed for each model (currently it used clouds texture generated in Photoshop).

and you probably better turn off cull to see back faces also

Then it will be seen that the objects are hollow. It is strangely, when the living creatures are empty inside :slight_smile:
Anyway, it is possible to turn off cull in material

1vanK

Added from top to bottom burning (gradient over model painted in Blender)

rasteron

nice!

codingmonkey

Added from top to bottom burning
very good)
let’s say we hited this character into: leg, ass, head, arm… and we want for dissolving starts from point of impact and process to whole body from this impact point. Is it possible to implement?

1vanK

[quote=“codingmonkey”]>Added from top to bottom burning
very good)
let’s say we hited this character into: leg, ass, head, arm… and we want for dissolving starts from point of impact and process to whole body from this impact point. Is it possible to implement?[/quote]

Perhaps it can be done as follows:

  1. send to the vertex shader coordinates of the point of impact
  2. calculate distance from current vertex to point of impact
  3. use it in pixel shader as coefficient

In other words, we need a spherical gradient centered at the point of impact

Kyle00

This is great! Thank you for this!

sabotage3d

This is really cool. Thanks for sharing. It reminds me of a disintegration fx that we are doing for a feature film.

Bluemoon

Wow… This is really awesome

Modanung

This shader is now put to work scraping pilots off the ceiling in heXon.

[ WARNING: Fake Blood ]
I slightly edited the technique to add emission and alpha. Instead of the shader using the emission map for the dissolve rate this is now controlled by the spec map, since I don’t need specularity in this case. I guess adding a dedicated dissolve texture would be better.
Thanks again 1vanK! :slight_smile:

weitjong

You should probably warn that your video has mature rating content due to the blood. :laughing:

Modanung

Better? :slight_smile:

codingmonkey

the last man almoust was happy what will be still alive :slight_smile:

thebluefish

[quote=“Modanung”]This shader is now put to work scraping pilots off the ceiling in heXon. [video] [color=#DF0000][ WARNING: Fake Blood ][/color]
I slightly edited the technique to add emission and alpha.
Thanks again 1vanK! :slight_smile:[/quote]

That’s cool dude!

Modanung

On ejecting the ships in heXon phase out using this shader too.