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Question by caxinaswin · Dec 05, 2016 at 07:29 AM · unity 5objectseffectssin

How to make a fluid carpet effect

Hi guys, i dont know very well how to explain this, but i basicly add a plane on my scene and put a texture of a carpet, i want that carpet to be like the Alladin carpet on the cartoon, i want the carpet to make a move like a wave in the same place, i dont know how to approach this, i searched a lot, the movement i want is in the same place like the (sin) in math, if you guys can help me i appreciate a lot.

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avatar image Sergio7888 · Dec 05, 2016 at 07:06 PM 0
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You need create a plane with bones in Blender/$$anonymous$$aya or any other modeling program, and create an animation moving the bones.

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Answer by AlucardJay · Dec 07, 2016 at 06:09 AM

For each vertex : use the vertex position as a reference in the wave, add a timer value, now evaluate sine value. Here is an example using sine and perlin (perlin looks more 'random', and can be evaluated with 2 variables). In a new scene, create a plane and attach the script. In play mode, modify the public inspector variables.

 using UnityEngine;
 using System.Collections;
 
 public class PerlinPlane : MonoBehaviour 
 {
     public float speed = 2f;
     public float scaleY = 1f;
     public float freqX = 0.2f;
     public float freqZ = 3.6f;
     
     private float timer = 0f;
     private Mesh mesh;
     private Vector3[] originalVerts;
     
     void Start()
     {
         mesh = GetComponent< MeshFilter >().mesh;
         originalVerts = new Vector3[ mesh.vertices.Length ];
         System.Array.Copy( mesh.vertices, originalVerts, mesh.vertices.Length );
     }
 
     void Update()
     {
         Vector3[] verts = new Vector3[ originalVerts.Length ];
         
         for ( int i = 0; i < originalVerts.Length; i++ ) 
         {
             verts[ i ] = new Vector3( originalVerts[i].x, 0, originalVerts[i].z );
             
             //verts[ i ].y = Mathf.Sin( originalVerts[i].x * freqX + timer ) * scaleY;
             verts[ i ].y = ( Mathf.PerlinNoise( originalVerts[i].x * freqX + timer, originalVerts[i].z * freqZ + timer ) * 2f - 1f ) * scaleY;
         }
         
         mesh.vertices = verts;
         mesh.RecalculateBounds();
         
         timer += speed * Time.deltaTime;
     }
 }

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