Hey, might be a easy to ask question but I saw this effect in an ad and just couldn’t wrap my head around how to achieve this effect, I tried is using a texture to drop down vertex points but it turns to a weird cornered edge thingy. Any ideas?
The ad:


My result:

Thanks anyone who can give me an idea!
It kinda looks like you nailed it… what exactly about yours isn’t correct?? I mean I guess apart from the very front of the thick orange missing polygons on yours… otherwise it looks fine to me. Do you mean the big blobby shadow? what is that??
I think he means shadow acne
Btw, Unity forum has some nonsensical regex somewhere, and doesn’t like linking images that don’t have jpg or png in their name. The second image link is gnarled.
Thank you! The shadow is a tree object, but the result looks a bit weird and required a massively subdivided plane. So I hoped another solution was possible.
try with extruding marching squares. it may turn out better, but you need to be prudent and mingle that with some sort of spatial structure (i.e. quadtree) to keep your points, as you don’t necessarily want or need a constant grid.
the other way is to mathematically define curves, and make a boolean polygon (some kind of constructive solid geometry, winding order …), gather a 2D triangulation from that, and then extrude it. walls of this would look better, but I’m not sure if the difference is worth that effort (unless you happen to find everything as a free-to-use code).
third way would be to fake this completely and work with a texture instead, and then make a vertex shader that can extrude that thickness from the color alone. this is similar to how snow footsteps work, and is probably enough for what you’re doing, but I’m not sure from the image. walls and wall shadows are still an issue, I’m not sure what to do with it.
Thanks for the information! I will check it out for sure!