Marching Cubes for Block Damage with Painting Improvements
Hiya, some suggestions to improve the rendering of ship damage.
I notice when destroying ships the vfx look great but after they clear your ship feels very SE:1 in terms of damage in the aftermath, and it leaves room for improvements:
To your ships voxel grid, implement a marching cubes value for damage. Store this in your alpha and you can additionally store a rgb colour to improve the painting experience so rather than binary you can weigh between blocks (toggle as a paint mode) to blend colours between blocks, would be fantastic.
Anyways continuing, this would allow you to blend in some POM textures of damaged metal and scraps / wiring etc whenever a block gets hit or damaged.
All of this can run in a compute shader for best performance sized to the grid bounds and its should absolutely rip and not harm cpu performance at all. I think the added bonus of being able to blend paint colours would be really fantastic and take creations to the next level, and it really wouldnt add much overhead if you are already adding the marching cubes for the damage.
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