Ribbon Trail

Discussion of proposed new features.

Ribbon Trail

PostPosted by ucupumar » 11 Jun 2016, 10:41

I've been implemented ribbon trail on Urho3D and made a pull request.
My implementation consists of two types of trail, face camera and bone type. Face camera trail is always facing camera just like billboard. Bone trail will emit trail between child and it's parent, it's pretty useful for sword slashing effect. Also, I've been adding column option too to minimize artifacts.

Face camera trail:
Image

Bone trail:
Image
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Re: Ribbon Trail

PostPosted by rasteron » 14 Jun 2016, 23:03

Looks nice ucupumar! :-)
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Re: Ribbon Trail

PostPosted by namic » 15 Jun 2016, 13:07

Thank you!
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Re: Ribbon Trail

PostPosted by Lumak » 15 Jun 2016, 19:11

Thank you for this. I had plans to code this and now I just can use yours.
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Re: Ribbon Trail

PostPosted by 1vanK » 15 Jun 2016, 19:44

Hm, at first sight it seems, that it can be used for http://docs.unity3d.com/Manual/class-LineRenderer.html with small modifications
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Re: Ribbon Trail

PostPosted by ucupumar » 18 Jun 2016, 07:23

Thanks for all the nice replies!
1vanK wrote:Hm, at first sight it seems, that it can be used for http://docs.unity3d.com/Manual/class-LineRenderer.html with small modifications

If I understand it correctly, you can use ribbon trail as line renderer if you set the tail lifetime to infinity. But I don't think I have implement infinity lifetime yet. Maybe I'll add that tomorrow.

I actually plan to add batch support like Ogre ribbon trail. For now, each trail is rendered in individual draw call, so if you render trail a lot, you'll get some a performance hit.
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Re: Ribbon Trail

PostPosted by ucupumar » 13 Jul 2016, 12:09

Sorry to inform you, I just realized RibbonTrail not supposed to emit infinite tail, so it's better to implement real Line renderer to do that specific things. If you really need that feature now, feel free to modify my code and start to create own LineRenderer class. :roll:
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