Hi,
I released a free vertex painting program a while back on my GitHub account which takes advantage of some new Unity5 features (additionalVertexStreams). I had so much fun writing it that I kept going, and I’d like to show you a preview of what it can now do. The system now has a ton of new features, including mesh deformation, support for all mesh channels, Flow painting, and a set of custom PBR shaders to take advantage of this data.
It also supports a number of features not shown in this video. Any feedback on what you’d like to see it support, etc, would be appreciated!
Last time i try your vertex painting for some reason it slowing down the editor even when it’s not running, so i have to use isPainting bool check to run the function and make editor responding again.
Any chance to get any update of this from the repo?
Hi
interesting video (doesn´t know that this would be possible in shaders ;)), especially flow maps ! Thanks!
Is your Vertex Painter working with terrains? Is it possible to paint flow maps on terrain?
I haven’t really messed with Unity terrains at all, so I would expect them not to work as I know they use custom shaders and their own system of splat mapping.
For reference if you come across this thread, I’m mostly working on MegaSplat now, which takes all of this type of stuff to the next level, with 256 textures per material, terrain support, tessellation, and a ton more:
Hi jbooth,
I just tested out the Vertex painter and it’s really amazing asset. Thank you! I’m currently working on off road driving game and the mesh deformation feature could work for creating soft ground effect for tires. Since I’m no coder would you have any examples how to make it work runtime, or is it possible?
You can look in the vertex painter’s brush code to see how I do it; it’s pretty brute force, but the VertexInstanceStream will manage updating things for you. The big cost is usually in updating the mesh (if it has a lot of vertices).