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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 次观看 • 1 年前 •via X (Twitter)

9 条评论

Mirza Beig 的头像
Mirza Beig1 年前

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 的头像
Mirza Beig1 年前

🔖 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 的头像
Jimmy6DOF1 年前

asset store potential

JoaqoPachec 的头像
JoaqoPachec1 年前

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

hydn. 的头像
hydn.1 年前

@Azfura

Amkpc🍉🚫AI 的头像
Amkpc🍉🚫AI1 年前

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 的头像
Mirza Beig1 年前

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 的头像
Brad Hammond1 年前

Sick

Blank Mauser 的头像
Blank Mauser1 年前

Wtheck. Raymarch + SDF?

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