Hi all, wondered if anyone may be able to help me with the following…
I’m looking to create a core mechanic like PowerWash Simulator, where the player cleans things… but I’m running into some challenges and I’m not sure of the best approach to resolve them.
I looked at a tutorial for RealTime Render Target Painting which was kinda in the right direction, but it still leaves a few unsolved issues. In that tutorial you’d effectively be painting a “clean” texture over the “dirty” texture - that could work, but I would need to know “how much” of the “dirt” was still left on the object in order to know when the object was cleaned fully.
I wondered whether having a “clean” texture exposed gradually by changing the opacity of a “dirt” texture over the top might work, but I’d only want the areas that were “hit” to be cleaned, so I dont think that approach would work.
In all scenarios, knowing how much is left is important.
Not sure if anyone has done anything similar, or could give me a point in the right direction, perhaps there’s a certain approach that I just need some keywords for so I can get better results from Google etc…
I should add… I did consider vertex painting, which may give me a handle on how much is still left to clean (e.g. total number of vertices and then look at which ones have been changed), but, that will then require us to have much higher density 3D models to look any good.
Any thoughts/suggestions/ideas would be really welcomed - so thank you in advance
As an example, something like this: