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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 görüntüleme • 1 yıl önce •via X (Twitter)

9 Yorum

Mirza Beig profil fotoğrafı
Mirza Beig1 yıl önce

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 profil fotoğrafı
Mirza Beig1 yıl önce

🔖 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 profil fotoğrafı
Jimmy6DOF1 yıl önce

asset store potential

JoaqoPachec profil fotoğrafı
JoaqoPachec1 yıl önce

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

hydn. profil fotoğrafı
hydn.1 yıl önce

@Azfura

Amkpc🍉🚫AI profil fotoğrafı
Amkpc🍉🚫AI1 yıl önce

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 profil fotoğrafı
Mirza Beig1 yıl önce

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 profil fotoğrafı
Brad Hammond1 yıl önce

Sick

Blank Mauser profil fotoğrafı
Blank Mauser1 yıl önce

Wtheck. Raymarch + SDF?

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