No vertex is created or destroyed. Just vertices on original mesh are deformed so deformation performance/quality are tied with mesh vertex count.
About performance, the delayed mode can be used where deformations are accumulated and applied n times/sec rather than on each impact. This can be a good choice in the case of targeting for mobile devices or scenarios with a lot of collisions at same time.
Impact Deformable does not create any new geometry on mesh, it just deform existing vertices so it would be capable only of basic sculpting. And drilling is really impossible for the same reason.
There is a property “MaxVertexMov” that limits the distance that a vertex can move from its origin position.
Yeah, I figured, I read the latter posts and noticed that it just manipulated vertices around Sorry for the confusion
What I mean is if it is possible to push or pull vertices in or out the mesh (for example) according to their normals or a second mesh (a morph like process) using a mouse or … I don’t, on touch devices maybe?
I see. Would be possible, albeit not trivial, to force fake Collisions built from mouse or touch input into the core functions of this script. But I guess that a best way to accomplish this would be to build it from scratch instead of using Impact Deformable, for the best it has to offer in this case is the reference of the “hows to” of mesh manipulation (specifically the optimizations implemented in DelayedMode for mobile devices).
Will this asset allow holes to be created by deformations after a set threshold? For example (like the metal rain demo) keep throwing a ball at around the same spot and have it eventually break through completely?
Hello, is there a way to completely repair the mesh at the press of a button(or a function called) instead of clicking over the area? I’ve been looking over the readme and such but am not getting any results.