So yeah, I was just thinking about if it is possible to have a mesh in UDK with DX 11 tesselation, base part of its deformation on a decal applied anywhere on it's body.
Like say you fire a gun onto a wall and the decal simulates a mesh altering impact by altering the geometry of the mesh in just THAT area, giving the decal more depth.
Or say you use a sharp melee weapon on an un-armoured enemy to get deep cut wounds.
Would something like this be achievable? And if so, any ideas on how?
It might be overkill on hardware, but from what I've seen of DX 11 you should be able to allocate a higher resolution of tesselation onto different parts of a mesh, which would mean that only part of the mesh is highly tessellated to better present the "damage".
It's just something I wondered about, playing Half Life 2 lately made me realise that the good ol' impact shots have mostly vanished from FPS games, and what better way to re-introduce them then this :P
Replies
I think this was done in one of the early PhysX tests, its deffinatly possible to do at runtime. However why dont you just try make a decal with tesselation applied to it?
As far as i know UDK decals work with both parallax maps and normal maps so why dont you go ahead and try?