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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 views • 1 year ago •via X (Twitter)

9 Comments

Mirza Beig's profile picture
Mirza Beig1 year ago

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).

Mirza Beig's profile picture
Mirza Beig1 year ago

🔖 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.

Jimmy6DOF's profile picture
Jimmy6DOF1 year ago

asset store potential

JoaqoPachec's profile picture
JoaqoPachec1 year ago

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

hydn.'s profile picture
hydn.1 year ago

@Azfura

Amkpc🍉🚫AI's profile picture
Amkpc🍉🚫AI1 year ago

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!!

Mirza Beig's profile picture
Mirza Beig1 year ago

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.

Brad Hammond's profile picture
Brad Hammond1 year ago

Sick

Blank Mauser's profile picture
Blank Mauser1 year ago

Wtheck. Raymarch + SDF?

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