I’ve abandoned using SoftBody in Godot to model my initial proof of concept sails in Square Rigger. Now I’ll be modelling them using shaders. This is new territory for me and in addition, I’m terrible at maths. I’m also starting to get a development workflow going and have discovered how to disable lights in isolated scenes.
Using soft bodies in Godot was not yielding the results that I wanted. I really hope that this area of Godot is further developed and becomes easier to use, especially with regard to force fields and to pinning vertices of the mesh to fixed points.
Shaders have always daunted me as I’ve been afraid of the mathematics and have not until now spent sufficient time to understand their structure and how they worked in practice.
I have seen some excellent examples and how powerful this approach can be. It will make some of the modelling a bit more difficult for me, but the initial visual impact will be worth it.
In the first instance I’ll just be modelling a basic sail billowing in the wind and the maths function will be simplistic. Later on I can think about secondary effects such as textures, sagging and rippling.