The latest version has the ‘Spray Paint’ demo scene, which does exactly this
Just add the P3dOnParticleCollision + P3dPaint___ components to your ParticleSystem. For physics collisions the P3dOnCollision + P3dPaint___ components can be used.
The latest version has the ‘Spray Paint’ demo scene, which does exactly this
Just add the P3dOnParticleCollision + P3dPaint___ components to your ParticleSystem. For physics collisions the P3dOnCollision + P3dPaint___ components can be used.
Wow! It’s like you read my mind!
Here’s a sneak peak of the next version:
Blur paint mode! It works just like the other paint styles, so you can make it blur under the mouse, on collision, on particle hit, etc.
Wow! I love this!!! Thank you.
Will the alpha blending / ghosting be fixed in the new version too?
Yes, the upcoming version has a new AlphaBlendAdvanced blending mode which fixes this. It’s a little slower than the original AlphaBlend, so I decided to keep them both in case users don’t need alpha modification and want maximum performance.
Fantastic! Thank you for all of your hard work on this. I am sure this will go above and beyond what this asset is was originally designed for but. Is there any way to smooth the curves on really fast circles?
I can live with out it or try to get it working on my own in some way so please don’t worry about it. This asset is worth 100 times what I paid for it and you have been so amazing so far.
Apparently Apple created a method called coalesced touches that ‘fills in’ the jaggies in the curvature. It may be a native app only thing but here it is in use in a tutorial anyway: Apple Pencil Tutorial: Getting Started | Kodeco
It’s well within the scope of what the asset should do, so I’ll add it to the next-next version.
I’ve already got it working for fast circles, but getting it to work with small ones too is a little more complex it seems.
The best customer service EVER! Thank you!
Hi @Darkcoder_1 this asset looks really awesome! I was having some issues and I sent you an email, was just wondering if you had received it. Thanks!
edit: Just saw your email, my mail client was being stupid. Thanks for the quick reply!
Version 1.5.4 Out Now!
I sometimes wish this forum had a Facebook style Love button! Thank you @Darkcoder_1 ! You rock!!!
Thanks, and thank you for so many great suggestions! The next version will include even more nice things
Wow! Rapid response Darkcoder. Thank you so much. Keep up the fantastic work! I will definitely be trying this in the next project.
Hey everyone,
Version 1.5.5 Out Now!
Unity accepted the update sooner than I expected and I’ve actually made improvements to the P3dDragRaycastSmooth which you can expect to see soon, as well as decal preview painting on mobile devices.
Hi, I’m going to buy Paint In 3D soon (due to the great reviews on the asset store) but before I do so I have some questions…
1 - Can this tool create a texture and paint on it or it does require that the model have a texture pre-made for it.
2 - Does it require any runtime scripts? because I’m not planning on using the runtime features.
3 - Does it use/require custom shaders? because I use some custom shaders.
4 - Does it have a texture size limit? because I might use it to paint 128x128 textures or even smaller.
5 - Does it require any additional setup other than importing it? (no problem in this case)
6 - How many folders/files come included with the package and are they organized? (I ask this for project organization purposes)
Thanks in advance!
@Darkcoder_1 Hey sir, I have been waiting for over 3 days for a reply before I buy this asset.
Hey, I just got back from a 2 week holiday and was too busy to answer most requests.
1 - It can create a texture if your model does’t have one. Your model requires UV data though. If your model doesn’t then there is the ‘UV Data Requirements’ documentation, which shows you steps to make UV data using Unity’s light mapping features.
2 - Nope, you can paint entirely in the editor if you don’t need any runtime stuff.
3 - You can paint on any object using any material & shader, as long as those shaders use the vertex UV data that comes with the mesh. i.e. a triplanar mapping shader will not be paintable, but most will.
4 - The only limit is your GPU, which may be up to 16384x16384, 128x128 or smaller is no issue.
5 - You need to pick your object, the material slot you want to paint, the texture in that material you want to paint, and the brush settings you want, but other than these obvious things there’s no special setup required I can think of.
6 - Everything is inside /Assets/Paint in 3D, you can see the folder structure in the asset store package preview.
我们制作了一个角色模型,但是在uv边缘,有一条线从未被画过,How do you make this line disappear?How to color the model,full
@Darkcoder_1 ,
Can your tool work on mobile VR? I need to paint color on terrain’s texture by collision. It’s like a ball move on a terrain and paint a color where the ball moved. Can your tool do that?