This is an example of fluid mesh deformation with a vertex shader.
My main challenge was to properly recalculate vertex normals after modifying vertices.
To fluidly deform a mesh, I modeled a sphere containing over 100,000 vertices. In addition, I found that changing Normals Mode
was essential in order to achieve the look that I was after. The Normals Mode should be Unweighted
, otherwise the surface of the sphere will not be completely smoothed out.
This video on Instagram will show how the deformation looks like after post-processing effects are applied such as AO, and Anti-aliasing.