Inflated Ball... WPO or cloth simulation?

Hi all !
I need your help about a thing I’m wondering about for days…

I have to create a ball , an inflated ball , kinda soft , kinda draped, like in the picture. It’s floating , and a pretty slow draped movement on its surface move slowly.

BUT.
I’m searching for the best way to do that. For sure , I could make it with clothing simulation, but first , I don’t know how to do that, and as many people told me , it could be a nightmare in terms of polygons number etc…

So , I’ve been told that there is an other way , the WPO shaders.

As I saw here : How to make a water ball in unreal , a soft deformation of the mesh could do the job , but having the draped effect would be better , of course.

I don’t know where to start… In the link , one member posted a picture of nodes , but it kinda small lol.

And more of that , I need your opinion about the best way to do such an effect like that.

Thanx a lot :slight_smile:

Hi @MaloneXI ,

You can try something like that. I didn’t used any optimized way. I just put the nodes quickly together.

Instead to use the noise node you can use a texture to push the vertex.

2 Likes

For what purpose do you need this?
Will it be interactable?

Cloth – the most expensive and challenging method, since it depends on the engine’s physics.
WPO – a simpler and more optimized way, like the example shown by @yunus.
VAT – can be more complex and much cooler, but it requires VAT textures and a simulation in third-party software.

If you’re good at third-party simulations, go with VAT.