PolyBrush and the new Rendering Pipelines not working?

Hello lovely Unity-Community,

I would like to ask if it is possible to use the new Rendering Pipelines like LWRP or HDRP with PolyBrush.
Since PolyBrush requires the Polybrush specific Shaders like the Standard Blend Texture Shader, which just renders as pink with the new Pipelines and there seems to be no automatic upgrader.

And if not, when will it be available?
Nearly all new features of Unity require the Pipelines and I would hate to either miss the Visual Effects Graph or PolyBrush.

With friendly Regards
Jan aka. Sonorpearl

Hi! Yes, Polybrush 1.0 will have solutions for standard, LWRP, and HDRP :slight_smile:

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Thanks, that is very nice to hear!

So I guess it will come out pretty soon, heard 1.0 is released with Unity 2018.3 and that is already in Beta b11.
Would love to test that before the release, if there is any need for testing or chance of doing so. :slight_smile:

Good point! When we have a 1.0 preview ready, we’ll probably post instructions here on the forum, in the World Building channel. Thanks!

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A few quick questions…

  1. Will the new release of Polybrush allow for full PBR materials to be painted?
    2, Will substance materials be supported?
  2. Will it be possible to blend different material types
  3. How many materials/layers can be painted?
  4. Will the painting features work the same for terrains and meshes?
  5. Will it be possible to paint/blend terrain materials up/onto meshes upon the terrain?
    7.Can we paint/blend heightmaps (eg water between stones)?

Cheers :slight_smile:

Hi! So many questions! :stuck_out_tongue:

#5 and 6 - nope, sorry Terrain uses very different systems, we can’t overlap functionally. However- we would like to at least have a more consistent UI for each, so you don’t have to learn multiple interfaces for basically the same actions.

Everything else - technically, yes! You can use any shader you want. Polybrush doesn’t actually care :stuck_out_tongue: , the tool just modifies channels like vertex colors, UV, etc. Then, your shader does stuff (like blending textures, heightmaps, etc) based on those channels info. Of course we’ll be including lots of example shaders, and info to create your own custom ones :slight_smile:

Thanks for the reply - All cool - and 'a consistent UI; sounds a very good idea. :slight_smile:

Unity 2018.3 seems to be out completely, any updates? :slight_smile:

Working to have PB4 out this week, before the holidays, but Polybrush 1.0 will have to wait, sorry!

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Thanks got latest builder, but no brush yet.

Can you outline roughly what improvements come to brush (assuming it’s coming on package manager) please? In particular wondering about object scattering.

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Sure! It’s mostly bug fixes and upgrades for SRP, with Object Scattering getting the largest “feature update” - that mode now includes randomization settings, palettes, and a handy “Loaded” space for tracking what items will be placed. Also enables painting with items from multiple palettes, and setting per-item randomization settings. Lots of good stuff, working to be on-par with the “QuickBrush” tool that was deprecated.

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Thank you! The scattering stuff sounds very nice, especially being able to track it for potential indirect rendering, I guess?

Will PolyBrush have object placement/scattering with physics?

Not sure what you mean by “indirect rendering”? :hmm:

Not in v1.0, but it’s something we know many people (including us!) would like to have, so we’ll look into it once we have time, for sure :slight_smile:

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I mean I get at the list so I can use the data for rendering via https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html because that would be the best possible use (being able to actually use it due to performance) of Polybrush’s scattering. Otherwise it’s just a toy that gets a bit slow.

It probably should help us cull it somehow, perhaps a nice script. I feel that this will allow you to champion the tool as being something real, substantial you can use to just deeply populate scenes without the easily avoidable perf hit.

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Hi,

Any estimate on when Polybrush with SRP support (1.0?) will be out? Is there a pre-release available?

Thanks

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This is a fantastic idea, seconded!

Currently we are avoiding the performance hit by doing the same method @hippocoder does where we get the list of scattered objects and then actually render them using the Graphics namespace, meaning we can avoid having so many game objects in the scene, but this could also greatly help stuff and mean we dont need to do this anymore!

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Absolutely! because code we don’t have to keep alive is more time spent elsewhere doing stuff and moving forward :slight_smile:

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Huh. This sounds neat, but it’s past my level of technical understanding (just the art guy, here :stuck_out_tongue: ) If it’s not too much to ask, would you mind starting a new thread with a fairly detailed explanation of how your current workaround is setup, and what an ideal built-in solution would be? Thanks!

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Your staff will know! :smile: