Dynamic non-uniform 3D model box resizing.
The box can be any size, but some of the features (such as the label or the tape) remain in the right spot and at the right size.
Dynamic non-uniform 3D model box resizing.
The box can be any size, but some of the features (such as the label or the tape) remain in the right spot and at the right size.
The is one single model, and the resizing is done in a vertex shader. Geometry color drives how much part of the model needs to be pulled or pushed in each direction.
Features don’t have to be static size, they can also grow faster or smaller than the rest of the model.
Finally, the model is colored using a gradient map and triplanar-mapped detail, normal, and roughness maps are applied.
I have posted before about the process to get vertext color working properly in Reality Composer Pro.
@stuart Absolutely! That was my original intent, but I found that I can iterate faster with gradient map and adding details automatically anyway.
Also, geometry color is nice when sampled at vertices, but interpolation can become a bit janky so using them in the fragment shader will not look as perfect on anything that isn't flat or square...