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thank you. just to be clear, my case is about simple lowrez geometry with noise-like texture panning to simulate fluid. the object is a sphere, so normals/parallax can only take you so far.
i didn’t mean this as a request for adaptive tesselation [=
meanwhile, i’ll do this in code vertex shader part
booleans in max are not animated – the resulting geometry is rebuilt for every frame. would be quite expensive operation if implemented for webGl, expecially if your geometry is more complex than two boxes
what you can do is use a gradient texture for opacity and animate UV offset