Im already searching for days.
I would like to make a real hole in a mesh in real time. The player should be apple to use a drilling machine and make a “real hole” into the material. If the player drill 10cm the material should loose 10cm.
This is quite a difficult thing to do in a real time application if you want it to be completely accurate.
The first thing that came to my mind is the procedural mesh component, it’s not something I have a lot of experience with but maybe just check out a few tutorials on it.
I know slicing along a plane is fairly straight forward, but to make negative shapes is quite a bit of math as you need to work out the vertices and normals.
hi,
have you been able to simulate drilling the hole so far?
I am trying to do the same thing. i have used decals to put an image of a hole, but didn’t work.
i have also tried destructive mesh, but that doesn’t work either.
procedural mesh only creates mesh and doesn’t show material removal either.
any suggestions?
another option is using a depth mask
here’s a tutorial that I made on that.
then use world offset to control the depth of the hole.
the depth mask option doesn’t effect collision so you need to get creative. so something like a trigger volume to turn off the collision with the floor when an actor is over the hole then have a moving platform under the hole.
also translucent materials are more expensive the opaque so i wouldn’t try to apply it to an entire landscape. make a hill static mesh and blend that into the landscape then drill on top of it.
thanks a lot for your suggestions.I tried to used render target to offset the mesh in the negative z, but there is a problem with that:
I want to show material removal in run-time like this video: “”
and so far I haven’t been able to do that. I dont want to have landscapes, as I only have to simple geometries that one of them is a machining tool, and the other one is the part to be machined.
the link i sent as an example shows material removal in x,y,z direction.
the render target seems to be only in z direction. and, in that tutorial, render target method was applied on a plane, and not on an object like a cube. or at least i dont know how to do that. render target method also pushes vertices in a direction, which is more of a deformation.
I am given a static mesh component like a box, and i want to be able to show the machining process as well as final result like the attached figure.
it doesnt have to be that precise, but i want to show something is happening, maybe faking it with colors. i dont need percision for conical holes or sharp edges or any specific geometry. just a rough process