A quick test showing that it is possible to dynamically paint a texture, adding details to specific parts of an animated skeletal mesh. This technique draws the marks on a Render Target that is used as a texture by the Skeletal Mesh. There is not a significant increase in the computational cost of drawing the object and it does not vary with the number of marks. The downside is that the receiving object has to be specifically crafted for the purpose.
The second part of the video shows that it is possible to use the marks to actually deform the object via vertex displacement over GPU and it has no effect on collision detection.
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