๐ธ Exhale
No matter the toll,
Nor the miles on your soul,
Until you dissolve into wind & sky.
๐ธ ๐ธ ๐ธ
Use Sound ๐ โคด
A personal exploration on the value of continued effort when facing uncertain outcomes.
The first of a 2-part exploration. Part 2.
Audio by: Landon Ashby
LPAshbyMusic.com
Displacement is deterministic, shader-based, and calculated at runtime. This helps to avoid the inflexibility of pre-baked simulations, as well as the comparatively expensive costs of other real-time solutions (cloth-sim, physics-based, etc).
After passing the wind-vector to the shader, elements like noise & displacement are calculated and layered. This composite is then scaled by the Wind Zoneโs โMainโ parameter, allowing the total effect to dynamically change, update, and match particles & other scene-element affected by Unityโs wind-system.
This simple coupling of systems dramatically reduced animation complexity, lowered overall production time, and looked rad as heck ๐