If anyone also angry @ Probuilder, might want to check it out. Its quite awesome.
Also, does anyone know why the freck Probuilder doesn’t have a “cut out hole” feature done since like… 2016?
If anyone also angry @ Probuilder, might want to check it out. Its quite awesome.
Also, does anyone know why the freck Probuilder doesn’t have a “cut out hole” feature done since like… 2016?
I’m very supportive of the author’s decision to do this. He did mention it on discord and those of us who’ve bought rcsg seem to be ok with that, because a) we helped someone develop a challenging thing this far and b) it’ll be developed further by anyone interested via github!
So yeah, great news! I hear there’s work on Chisel too, a new way of booleaning that’s much faster. Great work so far.
I’m happy to have thrown a couple of pennies in that direction. And I agree… just why isn’t booleaning a native citizen of probuilder? And more importantly why isn’t the author of realtime csg actually working on what he’s really good at, namely the in-editor booleaning stuff ![]()
(he works at Unity!)
Unity’s filled with logic sometimes (just not most of the time).
Boolean operations were going to be added to ProBuilder ages ago but they weren’t because they felt the technical challenges were too much. It’s why I had to buy RealtimeCSG in the first place.
I spent quite a lot of time trying to avoid the traditional 3D modelling apps and do stuff inside game editors, but I must admit that the openVDB-based volume modelling in recent versions of Cinema 4D got me, because its got boolean stuff working like I always wanted it to work. I’ve often requested boolean stuff but I know it can be ugly to implement with more traditional mesh modelling tech foundations, with issues in the realms of performance and mesh topology. Seeing it done right in Cinema 4D was an eye opener but also not surprising given the different tech foundation being used (sparse volumetric data discretized on three-dimensional grids, which can then be turned into a mesh).
I think those of use using RealtimeCSG saw it coming as LogicalError has been working on the Chisel project for some time now… [RELEASED] Realtime CSG - level design for Unity page-11#post-5123123
Haven’t really checked on Chisel in a while though I’m guessing its not a full replacement for RealTimeCSG yet maybe next year.
“Boolean operations were going to be added to ProBuilder ages ago but they weren’t because they felt the technical challenges were too much. It’s why I had to buy RealtimeCSG in the first place.”
It is harder do implement CSG, but they could always work on improving the workflow basics of poly modelling, frankly I don’t consider it to be a replacement for Maya poly modelling tools workflow at all… and frankly I don’t see why it can’t be a full replacement…should be able to do everything in Unity ![]()
Because blender is trash and will never have sane industry standard keymap as default and I’d much rather be able to use c# to mod/extend things than pythrot.
Also the Amplify guys have an open test for Amplify Painter… Imgur: The magic of the Internet