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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 1 Jahr •via X (Twitter)

9 Kommentare

Profilbild von Mirza Beig
Mirza Beigvor 1 Jahr

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 1 Jahr

🔖 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 1 Jahr

asset store potential

Profilbild von JoaqoPachec
JoaqoPachecvor 1 Jahr

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

Profilbild von hydn.
hydn.vor 1 Jahr

@Azfura

Profilbild von Amkpc🍉🚫AI
Amkpc🍉🚫AIvor 1 Jahr

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 1 Jahr

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 1 Jahr

Sick

Profilbild von Blank Mauser
Blank Mauservor 1 Jahr

Wtheck. Raymarch + SDF?

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