UDK Metaballs

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sBbfH.jpg
A quick, rough implementation of an idea I had for implementing GPU accelerated metaballs.

At the bottom are planes with a white blob on them, additive blended. These are the points.

Then there's a plane over them with a material that takes the destcolour and uses it to scroll a texture with the colour gradient on it.

Simple!

Anyone got other ideas?

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  • JamesWild
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    85fNx.jpg
    Now in 3D using particle emitters, billboards and a postprocess.
  • ambershee
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    Hmm, that's just mad enough to work. Can you go into a bit more detail? I'd love to try this out for myself - I think it has a shedload of potential (and not just for metaball style effects).
  • JamesWild
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    Basic working is:

    Additive blended blobs stack up.
    A post process then goes over the resulting image and uses the luminance to scroll through a texture which defines the bands.

    That's it!
  • ambershee
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    JamesWild wrote: »
    Basic working is:

    Additive blended blobs stack up.
    A post process then goes over the resulting image and uses the luminance to scroll through a texture which defines the bands.

    That's it!

    Now I'm following. It's pretty neat, but unfortunately UDK doesn't give you access to something like a discreet screen buffer, so you can't realistically draw this on top of the existing game world :(

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