![sBbfH.jpg](http://i.imgur.com/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?
Replies
Now in 3D using particle emitters, billboards and a postprocess.
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