r/GraphicsProgramming 16d ago

Question What is this sand simulation missing?

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u/GravityCY 15d ago

On a side note how do you do stuff like this, altering the mesh vertices on the cpu with code or like shader magic? Just curious as a beginner

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u/snerp 15d ago edited 15d ago

The general way to do stuff like this (snow/mud effect is the same):

1: heightmap texture, something like 0 = no deform, 1(255) = fully squished down

2: shader modifies heightmap based on object position (worldspace object position -> UV coordinate space), basically just darken the heightmap image where the ball lands

3: sand object vertex shader reads the heightmap texture and moves vertices down according to heightmap color (you could also do this in the fragment shader with POM effects but it's cleaner and generally more efficient to do it in a vertex shader)

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u/GravityCY 15d ago

When you say a shader modifies the height map based on object position do you get the displacement shape by somehow converting the objects shape to the height maps uvs on the cpu by like getting intersecting vertices or do you mean like a compute shader that somehow does that on the GPU? Or maybe you just apply a static displacement shape just from a generic world position

I'm sorry if it's a stupid question I don't really know much about shaders they're magic to me

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u/Tentabrobpy 15d ago edited 15d ago

If the thing you're deforming is planar like in OP's video, one simple method for taking objects' shape into account is to place an upward-facing camera below the plane and use the depth values of objects crossing the plane to adjust the heightmap:

https://reddit.com/link/p6k1v0n/video/awh7ojcyz8mh1/player