Hey folks. Currently building a project for a client which involves shapes and creatures pressing and moving against a membrane. I’ve tried using shrink wrap, cloth simulations and blend shapes to achieve the effect, but nothing seems to give me the same freedom of movement as rendering a depth pass sequence of the objects moving and using that to drive a displacement / warp modifier.
Unfortunately, it’s still a bit rough. Objects extruding far out of the surface look stretched and glitchy with narrow triangles. Additionally, the mesh is using 64,800 triangles, which is about the maximum I can use in Unity Realtime per object - when I bake it out to an Alembic file and import into Unity, performance is NOT great (especially for a VR project).
Can anybody think of a prettier / more efficient way to achieve this effect? I don’t think parallax maps or animating normal maps will help too much here - really need some clear dimensionality. I think I can possibly get away with a projector with normal map for some of the smaller items moving across the wall, but I’d really like to find a prettier, more efficient solution for everything else.
Any help, much appreciated!