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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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 9

Фото профиля Mirza Beig
Mirza Beig1 год назад

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).

Фото профиля Mirza Beig
Mirza Beig1 год назад

🔖 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.

Фото профиля Jimmy6DOF
Jimmy6DOF1 год назад

asset store potential

Фото профиля JoaqoPachec
JoaqoPachec1 год назад

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

Фото профиля hydn.
hydn.1 год назад

@Azfura

Фото профиля Amkpc🍉🚫AI
Amkpc🍉🚫AI1 год назад

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!!

Фото профиля Mirza Beig
Mirza Beig1 год назад

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.

Фото профиля Brad Hammond
Brad Hammond1 год назад

Sick

Фото профиля Blank Mauser
Blank Mauser1 год назад

Wtheck. Raymarch + SDF?

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