Okay /3DCG/, tell me...Is it possible to animate Signal Distance Field models? I've looked for it and didn't find any information...They're basically models created out of math functions...
>>634567well, if theyre made out of math functions you could animate them by keyframing individual variables in the function.albeit that would probably be an absolute bitch to create any kind of workable, traditional animation.
>>634568I see...So I guess there's nothing on the market that does that.Here's an explanation of it:https://www.youtube.com/watch?v=s8nFqwOho-s
>>634568actually, having looked a little bit at it, this basically looks like a bunch of primitives combined, so you'd translate all of the intermediate shapes to get the desired effect.
>>634570what do you mean exactly?
>>634570There's a game called Claybook, they could rotate stuff, but they didn't really animated a model. Everything is stiff.https://www.youtube.com/watch?v=_HG9Ljybjss
https://www.shadertoy.com/Look at stuff mafr by iqthe dude is a god at this stuff and makes the pixar stuff.
>>634597Yes, his studies is what inspired me to learn it. But... I didn't find anything related to animation on his website, except for a procedural walking bug.
>>634567the correct word is signed, I've typed "signal".It's Signed Distance Field.I think the only way to animate it is to study procedural animation. There's no way to animate it by hand, as of now.
>>634567If this is what I think it is...I've seen some applications a few years back, like something with "encoding" an infinitely scaleable vector version of a texture in a traditional low res texture.I'm also pretty drunk right now
>>634648I think it's related, because it doesn't lose its details.
>>634671This is from 2014. Have devs implemented stuff like this into game engines now?
>>634567It would help if you provide some specific examples of what kind of thing you're wanting to do and tell us what software you're using. In Blender you can use Python, Animation Nodes and Sverchok Nodes for procedural generation and animation. You can also make some very cool procedural volumetrics using OSL or even just pure math functions using standard shader nodes.>>634569This looks cool - I'll watch it later.