[RELEASED][0.3a] Texture Smith - Advanced texture tools. (PBR painting, Terrain creation...)


Texture Smith provides various tools for working with textures. I hate having to go between various art programs for endless tweaking, so this is my attempt to remove as many pipes from my pipeline as possible.

Features

  • Advanced PBR Painting, in editor & at run time.
  • Terrain creation system through textures.
  • Image processing materials.
  • Import Photoshop & Gimp brushes for use as masks.
  • (Not yet implemented) Stylized mini map creation system.

PBR Painting Features

  • Fast enough for run time. (Depending on number and size of textures.)
  • Normal blending and auto normal rotation.
  • Height blending.
  • Use TextMesh Pro to draw text. (Underdeveloped beta feature.)
  • ProceduralMaterial support. (Underdeveloped beta feature.)

Terrain Painting Features (coming in 0.4a)

  • Projection stamp based feature (heightmaps, splat maps) placement.

  • Position, scale, and rotate heightmaps to be exactly where you want them.

  • Project splat textures, and confine them by steepness or normal.

  • Catmull-Rom based system for creating roads, rivers, and mountain ranges.

  • Everything updates in real time so you get near immediate results.

Asset Store: https://www.assetstore.unity3d.com/en/#!/content/87666
Documentation: https://texturesmith.github.io/ (Oldish, will be updated in time.)
Videos: https://www.youtube.com/playlist?list=PLjH-fP7CClKKkefxfmBK0VcP9G-jlIMD0

Version 0.3a
Numerous fixes and improvements added. A long road to being perfect…

Run-time PBR painting example:

In editor texture painting example:

Demonstration of the new Stamper component, which doesn’t use the projection technique for painting, but is easier to set up and use. Ideal for character creation systems.

2 Likes

edit: Removing feature to it’s own asset.

edit: Removing feature to it’s own asset.

Hi
Is there any example of the runtime painting code

Yeah in the demo folder is a scene with the runtime demo.

Is this still being worked on? What shape is it in? Last supported version was Unity 5.6 and I’m using 2018.1. I’ve looked at every texturing tool for Unity and am just finding this one, looks like the best option for my particular use case. Just want to make sure it is open source and not completely broken.

@neon_teebar I purchased texture smith before any answer because it is just what I need and figured I could fix it if needed. The only issue I have so far is that it is very dependent on Unity’s past integration with Allegorithmic’s substance materials, that since unity 2018 is now a separate extension and built-in support is deprecated.

Having tried to update this plugin the best I can I found that:
ProceduralMaterial is now Substance.Game.SubstanceGraph
GetProceduralColor() is now GetInputColor()
-color 3,4 are now one color method. (on a similar note vectors are separate methods)
SetProceduralColor() is now SetInputColor()
etc…
ProceduralPropertyType is now SubstanceGraph.InputPropertiesType

enums seem to be missing from properties.

Fixing the errors I just kept going down the rabbit hole and being unfamiliar with the code and finding that not everything has a correlation to the new substance plugin so I got stuck.

I can’t tell by the folder structure if I can just delete some scripts and remove just the substance material support or if it is all to interconnected. Has the author looked into updating the procedural material support or anyone on the forum had to update to new algorithmic code that can provide insight?

No errors in any other part of the plugin though (that I can see with the substance errors) so if I could just isolate the feature or get a 2018 update that would make my week.

Any help is appreciated :slight_smile:

Hi it’s look Amazing !! i’am in love !
my question is we can export texture after that’s ?
thank’s

wow i’am in love again !