► Mesh Materializer ◄

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Purchase Mesh Materializer Here

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What is Mesh Materializer?
Tool for baking all kind of possible data from material into mesh - materializing it.

What kind of data can be saved inside mesh?

  • Textures and Color (bake one texture or blend two)
  • Procedural materials (Substance)
  • Indirect Lighting
  • Ambient Occlusion
  • Lightmap
  • Displace

Where is saved all this data?
Inside mesh vertex color.
Materialized mesh is saved as new mesh asset file. Original mesh is not modified.

How is this data visualized?
Using vertex color shaders. Package includes huge collection of such shaders, optimized for mobiles.

What types of meshes are supported?
All type of 3d mesh files that can be imported in Unity or generated procedurally inside Editor and run-time.

  • Simple mesh
  • Skinned mesh (without blend shapes)
  • Unity terrain

Mesh Materializer is overgrowing tool collection and currently includes:

Update history

v2020.2
• Fixed generating Terrain To Mesh shader when using SRP

v2020.1
• Fixed editor GUI slow down in Unity 2019.3

v2019.5
• Updated for Unity 2019.3

v2019.4
• Fixed example scripts not compiling for project build

v2019.3
• Fixed terrain to mesh conversion failing with SRP

v2019.2
• Updated for Unity 2019.1

v2019.1
• Compatible with Scriptable Render Pipeline
• Compatible with Encode Pro

v2018.7
• Fixed (Unity 2017) generating ‘black’ terrain Basemap.
• Fixed (Unity 2018) generating incorrect terrain Basemap in Linear color space.

v2018.6
• Updated for Unity 2018.3

v2018.5
• Fixed bug: Terrain was not converted into a mesh, if any of paint textures (diffuse or bump) was missing from the source terrain asset.

v2018.4
• Updated for Unity 2017.4 and Unity 2018.2
• Improved Terrain To Mesh shaders.

v2018.3
• Updated Vertex Color Adjustments plugin.

v2018.2
• Compatible with Unity 2018.1 (removed Substance material baking)

v2018.1
• Added runtim OBJ exporter for terrain.
• Flat color baking supports Bilinear and Point texture filter modes.
• Fixed AmbientOcclusion and MeshThickness calculations failing on using Occlusion Render solver.
• Fixed VertexColor shaders receiving wrong Unity ambient color.

v2017.3
• Fixed vertex color shaders error during build - ‘Did not find shader kernel ‘frag_surf’ to compile’

v2017.2
• Unity 2017.1 compatible

v2017.1
• Added Mesh Thickness Baker tool.
• Terrain To Mesh One Directional Light shaders support Lightmap Multiplier option.

v1.67
• Added run-time color adjustments example scene and script

v1.66
• Fixed texture blur option not working in Unity 5.5
• Fixed texture mipmap data baking

v1.65
• Unity 5.5 compatible

v1.64
• Added TerrainToMesh OBJ exporter.

v1.63
• Added UV set selection for texture and displace baking.
• Added predefined resolution for Basemap baking.
• Improved CompressedMeshLoader script for smooth and flat terrains.
• Mesh Asset Name format option replaced with more intuitive Skip Similar Meshes option (available from Mesh Info tab).
• Improved AO generating precision when using Occlusion Render solver.
• Several editor improvements.

v1.62
• Added mesh asset compression option (generated file can be 3X smaller).
• Added mesh asset GPU optimization option (renders mesh faster).
Both options are inside Optimization tab.

v1.61
• Retina display support.

v1.6
• Unity 5.4 compatible
• Terrain To Mesh converter can add MeshCollider.
• Terrain spaltmaps and basemap can be exported in TGA format (requires Encode To TGA plugin)
• T2M shader has per-layer control for Shininess, Smoothness and Metallic parameters.
• Improved vertex color shaders.

v1.52
• Fixed bug with basemap not being generated in run-time on Android devices.

v1.51
• Fixed bug with TerrainToMesh textures being rendered as pixelated.

v1.5
• Added complex mesh support (like SpeedTree).
• Added terrain trees exporter.

v1.4
• Rewritten runt-time API (not compatible with previous versions)
• Added new ambient occlusion solver - Occlusion Render (requires RenderTextures support). Solver can interact with scene gameobjects for better ambient occlusion generating.
• Old ambient occlusion solver - Raycast - has results smooth option.
• Added terrain maps exporter (splatmaps, basemap and heightmap).
• Added T2M (terrain to mesh) shaders.
• Added T2M material generation option.
• Added Lightmap baking tool (Unity 5.2 and above)
• Indirect lighting can be generated from scene’s active skybox (requires RenderTextures support)
• Added property drawer for run-time scripts (support undo/redo)
• New substance importer (for Unity 5.2 and above)
• Updated texture blurring tool. Now it is GPU accelerated (requires RenderTextures support).

• Faceted uv layout exporter renamed to Vertex Color Exporter
• Added antialiasing option
• Last saved texture can be opened from context menu

• Color adjustments support separate channels invertor
• Added alpha channel invert option

• Vertex color shaders can use Lightmaps and Image based lighting together

Editor changes
• Mesh main texture, mesh second texture, mesh tint color and mesh vertex color now are combined into one Mesh Texture & Color tab.
• Unity ambient tab is removed
• Image based lighting tab replaced with new Indirect Lighting tab
• Combine mesh checkbox moved to Mesh Info tab
• Generated meshes are saved inside Assets/(Temporary) folder (used by all VacuumShaders tools).
• Instantiated prefab can be removed by Undo (Ctrl + Z)

v1.36
• VacuumShaders assets synchronization. Required update for all VacuumShaders assets.
• Built-in Mesh Materializer shaders are deprecated. Use new Vertex Color shaders instead.

v1.35
• Fixed shaders not compiling due to exceeding input limit.

v1.34
• Added default material parameter inside MM editor, that will be applied to a prefab after conversion.

v1.33
• Fixed material editor throwing errors in Unity 5.1

v1.32
• Added dds textures support.

v1.31
• Added two new parameters to the Mesh Asset Name list (editor window). Converted mesh assets may have unique ID, guaranteeing all mesh conversion in selection.

v1.3
• Added faceted uv layout exporter - Menu/Window/VacuumShaders/Faceted UV Layout Exporter.
• Added alpha values modifier to the Color Adjustments window.
• Fixed iOS build problems.
• Fixed Windows Store/Phone build problems.
• Fixed gui textures not displayed if Unity Editor is in Linear color space.

v1.21
• Added MeshMaterializer.dll without ProceduralMaterial support for WebGL builds. Check MeshMaterializer/Scripts/ folder.

v1.2
• Added option to skip texture compression (speeds up conversion).
• Fixed - Mesh collider not receiving converted mesh.
• Fixed - Disabled objects in hierarchy not converted.
• Unity editor warnings not related to MM will not bother any more.

v1.1
• Removed restriction on texture formats, all type of textures are supported (only in editor).
• Added ‘benchmark’ option to the build log type for displaying each conversion step time and some statistic info.
• Fixed IBL calculation (reading wrong cubmap uvs).
• Fixed custom material editor (showing hidden parameters).
• Even more stable editor. Catching more exceptions.

v1.01
• Fixed unlit shaders not receiving fog in Unity 5.

v 1.0
• Unity 5 ready.
• Added Color Adjustments tool.
• Added procedural material (Substance) baking.
• Added presets system. All Mesh Materializer and Color Adjustments window settings can be saved as presets.
• Ambient occlusion can be generated for terrains.
• AO supports dirt texture.
• AO can be blurred (only for terrains).
• AO generated data can be exported as texture in editor (only for terrains)
• AO power option now works as supposed.
• AO baking uses zero Random.seed that guarantees always the same AO results.
• Added generated mesh asset name format option.
• Generated asset’s material shader can be selected from MM editor window.
• Converted mesh can automatically proceed to Color Adjustments using selected preset.
• Converted terrain mesh now has uv1.
• Depending on project setting color will be baked in Linear or Gamma color spaces.
• Flat1/2/3 has been renamed to Flat/Flat Smooth/Flat Smoother.
• Improved vertex color shaders.
• Shaders have correct fallback and shadow cast/receive code.
• Shaders have specular and emission options.
• Shaders work in Gamma and Linear color spaces.
• Added Unity 5 Standard shader with vertex color support.
• Improved GUI.

v 0.98 beta

• Fixed generated terrain chunks position related to the parent asset.

v 0.96/0.97 beta

• Fixed mesh second texture baking with detail blend type for flattened meshes.
• Fixed inconsistent line endings in shaders.

v 0.95 beta

• Fixed terrain texture baking bug - “Texture rectangle out of bounds”.
• Fixed terrain texture baking bug - “Black edge”
• Terrain multi-chunk conversion has name notation with _x[row]_y[column] suffix.
• For mesh second texture baking added Decal and Detail blend types.

v 0.94 beta

• No limit on vertex count when flattening mesh. If new mesh will have more then 65000 vertices, it will be just splitted.
• Lightmap baking supports mipmaps and blur.
• Improved progress bar, now it will update correctly and display current task progress. It will automatically close on conversion finish.
• IBL, AO and displace can be baked on meshes without normals.
• Fixed huge memory leak when textures with mipmaps or blur options were used.
• Fixed huge memory leak with IBL calculation.
• Fixed conversion bug when submeshes count was more than renderers shared materials count.
• Fixed conversion bug when asset name contained unsupported characters.
• Fixed losing prefab connection on Unity exit or renaming asset.
• Added reflection option for vertex lit shaders.

v 0.92/0.93 beta

• New Terrain conversion algorithm. Speed up 2x - 10x depend on vertex count ratio.

v 0.91 beta

• Added multi-mesh conversion.
• Added hierarchy conversion.
• Removed generation type restriction, any mesh with any hierarchy with any amount of meshes can be converted.
• After conversion Mesh Materializer will create ready prefab, with proper meshes and materials, and spawns it into the scene.
• Source object can be hidden after conversion.
• All generated meshes (and prefabs with materials) will be saved in its own folders.
• New multi-chunk terrain conversion. Instead of converting terrain into one mesh, it can be divided into N amount of chunks with maximum 65,000 vertex each.
• Mesh combining is optional. It will be available if conversion group consists only of MeshFilters.
• Combined meshes can be at any position (0,0,0 position not required).
• Force One Submesh → renamed Force One SubMaterial.
• New Mesh Info tab displays vertex/triangle info of all meshes participating in conversion.
MM editor window data will not be lost on close.
• To reset editor window use ContextMenu/Reset.
MM editor window will prepare all textures and meshes for conversion: make them readable and generate mipmaps if required.
• New build report displays full and detail info about conversion.
• 10K line of bugs has been fixed!

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3 Likes

nice

Hot damn! That’s awesome!

Watching thread. Want. Want hard!

Is there a release date window ?

In about two weeks, may be early.

VacuumShaders - Facebook Twitter YouTube

Thanks

+1 for me too. Please ping me when this drops or or you need any beta testers.

Arkhivrag, While I was waiting for this package I was looking at your other shaders. Will you consider to offer a bundle on the asset store?

I’ve never thought about that. Really can not answer now.

VacuumShaders - Facebook Twitter YouTube

VacuumShaders - Facebook Twitter YouTube

VacuumShaders - Facebook Twitter YouTube

Tease

Added some example videos to the #1 post.

VacuumShaders - Facebook Twitter YouTube

Thanks for the videos. Looks great

As a Polyworld and The Amazing Wireframe shader owner this is interesting to me.
Thoughts on price point. It’s just the convertor right?

The optimiser :slight_smile: Looks cool!

Many thanks

twobob, I was looking at Polyworld as well the other day. Are these two packages competitors, complementary or some overlap?

Yes, it’s just a converter (no 3d assets). In addition with mesh converting you can generate and bake to vertex color many useful data, with variety parameters and baking options. Also it works in Editor and Runtime.

The one thing Mesh Materializer and Polyworld may have in common is “flattening triangle surface”. From here Mesh Materializer goes in one direction (offering lots of mesh data manipulator and baking features) and Polyworld in another direction (offering lots of 3d assets. Do not have Polyworld, may be wrong).

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1 Like

yeah. Kind of Apples and Oranges but from the same tree :wink:
Very interested… Price point?

I’ve not decided yet, may be 15$ or 20$

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1 Like

Added poll to know how much would you pay for this tool.
But guess lowest price will receive more votes :slight_smile:

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