Wanted to make something with particles only, so here for each one spawned on the mesh ( our dear Adam from Unity ) a geometry shader outputs the base particle, a second for its projection, and sometimes a third one for the lines in the middle.
A compute shader takes care of updating the particles ( base position, life cycle, noise, etc ).
I love this, especially with the animated character. It looks so nice and āmotionblurryā.
The activation sequence though, doesnāt make too much sense to me when thinking about the floor lights emitting/producing the whole thing theoretically.
Just a thought, what about getting rid of those floor lights, and in favor of the fx build some machinery at the sides, that would also explain the rays coming sideways.
Hereās a sketch to show what I mean, and an idea for an intro, so the device starts centric and then floats outside + up + rotating around center (= spiral movement) , while kind of webbing the hologram in the middle.
sorry, if this is impolite that I just jumped in here with this suggestion you didnāt ask for. I just really love what you did so far because it is pretty different and original, so i couldnāt hold my brain back from spitting out ideas for it.
Hey! Thank you for your answer.
Great ideas actually. I have to say I didnāt put much thoughts into the practical side of the projector, but Iāll definitely give that a try, it makes much more sense.
And donāt worry itās not impolite at all, this is exactly what Iām looking for when Iām posting here. Thanks a lot!
wow, that looks great. I think it might look even better without red hologram at the start, I like how hologram is forming and the idea of not knowing whatās the final effect/figure from the start to me sounds better but it might not be.
Once reveal is complete seems like texture is moving in one direction, imo it might be better if you can hide the movement of the texture a bit?
Anyway, it looks great so far. Please make more stuff!