um,
so in order to animate the UVs in a godot shader I have to go to blender, delete the old texture and create a new one to..
- map the movement intensity of certain areas via another texture, or some function (for the shader)
- somehow keep the colors.. but how?
With multiple "color attributes"?
Just found this video on vertex painting, never heard of it before:
I did sth like that in three-js a while ago (the green underwater plants) where I do a bunch of sin offsets over time to the upper parts of the plant.
https://redroostermobile.com/underwater/ but it's a very different architecture there in general
So whatever I do, I will have to paint things in blender, right? I can't use the old texture that came with the model, because somehow it maps geometry to that texture and I have no way of editing that?
I may sound strange but the shader stuff I understand, but not the rest 🤣
Materials, vertex Painting, the many different ways of applying a texture to a model, baking... omg I'm so lost
Maybe I just rotate the trees a bit for now , before I get my blender "degree".