I am working on making food pile up realistically using mesh deformation. The structural integrity is adjustable for different foods.
Structural integrity is achieved in two ways:
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Only the bottom vertices are directly mapped onto the surface below; the rest are then moved relative to the bottom vertices.
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The amount a vertex moves is inversely related to its height.
It could be tuned in terms of realism and optimization, but I’m currently happy with the result.
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