Hey there. So, this is something I’ve been working on for awhile which I thought was pretty neat, but there are some obvious flaws I was hoping I could get some feedback on. Maybe some work arounds, or new ideas on how to go about this. Also sorry in advance, but the image uploading thing on the forum seems to be broken for me, so I had to use Imgur.
My goal was to create the illusion of an army marching along the terrain. They would be so small, combined with dust and other particles, that all you can really make out is their general figure.
But there was a problem.
It might be hard to see in this gif (look near the center) but what happens is the particles will randomly pop below the surface. They’re still there, but are moving underground now. Increasing collision thickness of the terrain didn’t help.
The next logical step was to fiddle with all the settings. That’s how I came across “Generate mesh distance fields.” Cool, they’ll have collision even when not on camera? Sounds perfect!
And now gravity only works in a square around me. I assume this has to do with distance field limits. Is there a way to increase that?
That’s as far as I’ve gotten with this. If anyone has any ideas I’d love to hear them. If you’d like to see any of the settings I have for this particular particle system, let me know and I’d be happy to share.
Some notes: I thought of workarounds that might involve instancing imposter cards (one sided planes) with animated flipbook textures or even just the same sort of elongated dots I’m using for the particles right now. I could paint those onto the terrain, but they wouldn’t be moving. Alternatively maybe making a copy of the terrain and having panning dots across it would look cool too, but that was a bit too uniform. But nothing is as dynamic and chaotic as this particle system method. Maybe I should just scale the whole scene down to get around the distance field limit thing.