Hey folks. Currently building a project for a client which involves shapes and creatures pressing and moving against a membrane. I've tried using shrink wrap, cloth simulations and blend shapes to achieve the effect, but nothing seems to give me the same freedom of movement as rendering a depth pass sequence of the objects moving and using that to drive a displacement modifier.
Unfortunately, it's still a bit rough. Objects extruding far out of the surface look stretched and glitchy with narrow triangles. Additionally, the mesh is using 64,800 triangles, which is about the maximum I can use in Unity Realtime per object.
Can anybody think of a prettier / more efficient way to achieve this effect?