Bake - Vertex Animation Texture Support(crowd/wind sims)
a modifier that takes the final evaluated mesh and compares it to the initial mesh and bakes a texture that is
- displace
- calculated normals
- tangents
4.'canned attributes' - (for FX etc generic attributes per vertex)
there is a checkbox (cache image on playback) and a button -create VAT duplicate
when the checkbox is checked each frame is stored as pixels in a image.
when the create duplicate button is clicked - a copy of the non evaluated object will be made and a VAT shader applied.
a breakdown of the technique medium.com/tech-at-wildlife-studios/texture-animation-techniques-1daecb316657
this will allow vast forests to wave in the wind in eevee next grass etc, also animated water with realtime performance.
this is what we need to really push the limits of eevee next.
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Duplicate of Introduce "Timer node" and "Morphing node" (Vertex texture animation) — Right-Click Select
cant you do this with geonodes?
the changes to meshes being streamed to the GPU each frame makes it quite slow - this is for realtime - baked stuff to be able to playblast at 60 fps / we can tie this with virtual set extension and actor mocap where we need to not bog down the render.
I mean bake the vat texture with geonodes and then play it as a displacement inside a material