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Geometry nodes (Blender) -> Unity. Procedural geometry, store attributes, use with custom shader in Unity for powerful results. #b3d #geometrynodes #unity3d

36,990 Aufrufe • vor 11 Monaten •via X (Twitter)

9 Kommentare

Profilbild von Mirza Beig
Mirza Beigvor 11 Monaten

Add however many UV maps. Each stores a 2D vector. Route your data to the named channel, such as shared normals for per-tile animations and the like. 3D vectors can be stored as (uv1.xy, uv2.x).

Profilbild von Mirza Beig
Mirza Beigvor 11 Monaten

🔖 I store the normal prior to extrusion, so that vertices sample the same 'tile' face normal. After extrusion, I'm saving the boolean filters for the top and side, but this may be useless depending on what you're doing. If you simply save this Blender file in your assets folder, it will be available in Unity. You can change the icosphere subdivision, for example, hit save, and it will update in Unity. I can then read the data in my shader from the UV channels.

Profilbild von Jimmy6DOF
Jimmy6DOFvor 11 Monaten

asset store potential

Profilbild von JoaqoPachec
JoaqoPachecvor 11 Monaten

Great work. Could you explain how does the storing attributes for later use in Unity work?

Profilbild von hydn.
hydn.vor 11 Monaten

@Azfura

Profilbild von Amkpc🍉🚫AI
Amkpc🍉🚫AIvor 11 Monaten

Store attributes??? How do you store to use in unity later?? I’ve been storing it as animation in an fbx and then taking it to unity.. which leaves a lot desired. I’d love to know the trick!!

Profilbild von Mirza Beig
Mirza Beigvor 11 Monaten

Use the Store Named Attribute node to write them into additional named UV maps. You can store whatever data you want here, such as masks and per-tile normals.

Profilbild von Brad Hammond
Brad Hammondvor 11 Monaten

Sick

Profilbild von Blank Mauser
Blank Mauservor 11 Monaten

Wtheck. Raymarch + SDF?

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