We typically use particle-based methods to create footprint residue effects. However, this approach may encounter issues such as texture sticking (uneven terrain) and excessive particle object count. Particularly, when there’s a demand for long-lasting footprint residue, it can significantly impact performance.
The Keep frame technique provides a good solution for residue effects, and you can find its Trail effect in the examples provided by the official source.The Keep frame technique provides a good solution for residue effects, and you can find its Trail effect in the examples provided by the official source.
However, this example does not provide the effect of gradually disappearing tracks. Additionally, its projector shooting range is fixed, so it is not suitable for seamless world footprint effects. We need the “Dynamic mapping of the footprint capture range” technique to address this issue.
The implementation of the “Dynamic mapping of the footprint capture range” technique mainly involves blending the captured frames from the previous and next cameras. Additionally, timing is crucial in handling the gradual disappearance effect. The primary task lies in planning the RenderPass processing flow.
InfinityFootPrint has implemented the aforementioned related techniques and currently operates smoothly even when shooting up to 100 characters simultaneously. For enhanced visual effects, it is recommended to run it in conjunction with Camera-Adherent GPU Particles, which can be found here.
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