slipster216 / VertexPaint

Unity 5.3 Vertex Painter
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Question: Possible to generate this at runtime? #5

Closed simon-heinen closed 8 years ago

simon-heinen commented 8 years ago

This looks really great, especially the video with the water effects, would it be possible to do this via scripts at runtime? Your example with the rocks and water got me wondering, for example a scene where it starts to rain, to generate water puddles and so on.

On and a second question, did you ever try this on a mobile device? ;)

slipster216 commented 8 years ago

Yes, it's possible at runtime; you'll have to modify the vertices yourself. It works fine on mobile, but if you pile on too many layers or effects it may become too slow, it just depends on how low end you need to go.

Sent from my iPhone

On Mar 19, 2016, at 2:06 PM, Simon Heinen notifications@github.com wrote:

This looks really great, especially the video with the water effects, would it be possible to do this via scripts at runtime? Your example with the rocks and water got me wondering, for example a scene where it starts to rain, to generate water puddles and so on.

On and a second question, did you ever try this on a mobile device? ;)

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grayjamn commented 8 years ago

Hey there

I've been playing with your system for the last couple weeks, really enjoying it!

The one issue I have is the way it handles the texturing process is a little unituitive to me, but I could be missing something.

Let's say I would like to use 3 textures to paint on a mesh. I select the shader and load the 3 textures.

When it comes to painting that mesh, I can paint two textures per channel, but if I want to use that third texture, it will only paint if I paint it on top of one of the previous two textures, which means I need to paint over an area twice to get the desired effect.

Is there something I'm missing?

Importing splat maps would be pretty handy to have and I can touch them up afterwards in editor.

Otherwise it's been great to play around with! On Mar 19, 2016 7:03 PM, "Jason Booth" notifications@github.com wrote:

Yes, it's possible at runtime; you'll have to modify the vertices yourself. It works fine on mobile, but if you pile on too many layers or effects it may become too slow, it just depends on how low end you need to go.

Sent from my iPhone

On Mar 19, 2016, at 2:06 PM, Simon Heinen notifications@github.com wrote:

This looks really great, especially the video with the water effects, would it be possible to do this via scripts at runtime? Your example with the rocks and water got me wondering, for example a scene where it starts to rain, to generate water puddles and so on.

On and a second question, did you ever try this on a mobile device? ;)

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— You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub https://github.com/slipster216/VertexPaint/issues/5#issuecomment-198827216

slipster216 commented 8 years ago

The way it works is that each channel controls the blend between the last channel blend and the current one.

So, in your example:

Channel1 controls the blend between the first and second textures (0 is first, 1 is second) Channel2 controls the blend between the result of the first blend and the third texture (0 is result of first op, 1 is third)

etc, etc...

On Sun, Mar 20, 2016 at 1:02 PM, grayjamn notifications@github.com wrote:

Hey there

I've been playing with your system for the last couple weeks, really enjoying it!

The one issue I have is the way it handles the texturing process is a little unituitive to me, but I could be missing something.

Let's say I would like to use 3 textures to paint on a mesh. I select the shader and load the 3 textures.

When it comes to painting that mesh, I can paint two textures per channel, but if I want to use that third texture, it will only paint if I paint it on top of one of the previous two textures, which means I need to paint over an area twice to get the desired effect.

Is there something I'm missing?

Importing splat maps would be pretty handy to have and I can touch them up afterwards in editor.

Otherwise it's been great to play around with! On Mar 19, 2016 7:03 PM, "Jason Booth" notifications@github.com wrote:

Yes, it's possible at runtime; you'll have to modify the vertices yourself. It works fine on mobile, but if you pile on too many layers or effects it may become too slow, it just depends on how low end you need to go.

Sent from my iPhone

On Mar 19, 2016, at 2:06 PM, Simon Heinen notifications@github.com wrote:

This looks really great, especially the video with the water effects, would it be possible to do this via scripts at runtime? Your example with the rocks and water got me wondering, for example a scene where it starts to rain, to generate water puddles and so on.

On and a second question, did you ever try this on a mobile device? ;)

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— You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub < https://github.com/slipster216/VertexPaint/issues/5#issuecomment-198827216

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