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The Unity of how to realize the cutting effect?

Time:09-26

Like scissors to cut cloth kind,

CodePudding user response:

Mask Mask effect? Or is dynamic,
If is dynamic shader ah, can be used according to the time parameter or custom parameters, to mask shows that edge crack effect with the normal map

CodePudding user response:

reference 1st floor laidog12 response:
Mask Mask effect? Or is dynamic,
If is dynamic shader ah, can be used according to the time parameter or custom parameters, to mask shows that edge crack effect with normal map showing

Is like that, I hope to simulate a similar operation of cutting process, use the shader can't do the add collider, because want to use force feedback such equipment

CodePudding user response:

This is very complicated,,,

If it is a particular object, you can use animation implementation; If you want to cut out any position, dynamic cutting, that is more complex,

A surface, for example, if you want to cut him, need to do this (assuming your cutting path is a straight line, curve more complicated) :

1, after cutting path do perpendicular to the plane of the object being cut;
2, get mesh vertex data and data of the object being cut;
3, access to fellowship with plane, cut on the object surface, create a new vertex on the surface of the two, modify the vertex data of the object being cut;
4, cut on the newly created object vertices do sealing processing (create a triangle index), calculate the new surface normals, UV and other data, update to the object is cut,

Anyhow is complex,,

CodePudding user response:

reference 4 floor sdhexu response:
this is very complicated,,,

If it is a particular object, you can use animation implementation; If you want to cut out any position, dynamic cutting, that is more complex,

A surface, for example, if you want to cut him, need to do this (assuming your cutting path is a straight line, curve more complicated) :

1, after cutting path do perpendicular to the plane of the object being cut;
2, get mesh vertex data and data of the object being cut;
3, access to fellowship with plane, cut on the object surface, create a new vertex on the surface of the two, modify the vertex data of the object being cut;
4, cut on the newly created object vertices do sealing processing (create a triangle index), calculate the new surface normals, UV and other data, update to the object is cut,

Anyhow is complex,,



Is really a very complicated, I refer to the YouTube and making a lot of projects, the current software cut that part is very accord with my needs, but that piece for me is difficult to achieve, thank you very much for your answer!
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