I was wondering how this tool performs with a mesh with a lot more verts?
A lot of tools related to terrain or mesh painting lag a lot and don’t want to make the same mistake again.
Can you show us an example on youtube? convert terrain to mesh and then paint? no ones really going to paint a sphere with this tool so it’s not a good example to use.
also are you able to make larger splat textures than 512?
if not is there a reason?
This tool lag a lot when using a splat texture of 1024 or more. Which is why I recommend using splat texture of 512 or less with this tool. Sorry about that.
The mesh can have 2 or 60000 triangles, it doesn’t make a difference for the performance.
And you’re right, my video is not that great. I’ll probably make another one sooner or later.
Splat Painter is updated to version 1.03. This version greatly improves the performance while painting with a high resolution splatmap texture.
It is now possible to create a splatmap texture of 2048x2048.
My project uses shader that use splat texture and Lightmap texture for UV2 channel and Albidos for UV1 channel
so I need to paint a splat texture that uses UV2 channel. and at the moment it’s working to just UV1 channel.
Could you support me about this problem?
We can now select which UV channel to use.
I also fixed the error which happened when trying to paint a mesh with the UVs going outside the [0,1] range.
@Teenotheque How do I get this to work with a custom shader? My main issue is that I would like to use 4 tessellated displacement textures is this possible? I’m using Real Displacement textures from Allegorithmic’s website https://store.allegorithmic.com/libraries/1592 click on any of the images to get a picture of the kind of effect I’m looking for.
In the Splat Painter Window, go to the shader properties and replace the properties names with those of your shader.
For example, if your shader use the names “_Alb01”, “_Alb02”… then replace “_Albedo01” with “_Alb01” and so on.
Another method would be to rename the properties of your shader (give them the same names as the ones in my shaders).
Excuse me. When I choose shader Splatmap4Diff or Spaltmap8Diff, Splat Painter works perfect and I could brush textures on mesh in Unity Editor. After I export the scene to my phone(Nexus 4), It renders perfect.
However, When I choose shader Splatmap12Diff, Splat Painter works normally and I could also brush textures on mesh in Unity Editor. But after I export the scene to my phone(Nexus 4), the mesh is totally black. Is there any limitation for the number of texture sampler? How could I solve this issue? Thanks.
I didn’t know that Splatmap12Diff was not compatible with mobile. I guess this shader is too expensive for your phone. I’m not sure if there’s a solution to this. Sorry about that.
In the next version of Splat Painter (which should be available in a few days), you’ll be able to generate a flat texture from any of the Splatmap shaders. That might be a good workaround.