Hi There
Just done a little video of a new modifier that is being added to the MegaFiers system, this one allows you to paint a deformation onto a mesh, it has various modes to add, subtract, multiply the effect, with falloffs and brush sizes etc. A small video showing it in use is below.
Chris
Now that I might actually get MegaFiers for
I see much mention of the term but see no definition. Please make it easy to find meaning for “MegaFiers”.
yup, this is awesome.
Sorry Jessy, didn’t want to turn the post into an advert. The main thread for the MegaFiers system can be found at http://forum.unity3d.com/threads/89750-Mega-Fiers.-A-mesh-deformation-system-RELEASE, or click ‘My Videos’ in the sig to see videos on it.
Chris
Oooo that looks very cool, I cant wait to have go with that one.
Christ, that looks nuts. I assume you’re limited by the amount of polies the model has though, right? Will this be free to current megafiers owners?
Yeah it works with the vertices in the mesh, but it would be an interesting project to expand it to a full zbrush style system. This will indeed be free to current owners
Chris
That is a slightly sinister looking clap Thank you
To save starting a new thread just posting another of the new features to the latest release of MegaFiers, Vertex selections.
Awesome!
Excellent that is just what I need.
More coming, working on a fun one though quite complex at the moment, will do another teaser when I can.
Neat, does Vertex Selection “Masking” work at runtime, too? How do you define the bounds of the mask?
Also - not sure how to use MegaPaint exactly… Checking all the checkboxes (or most) in MegaModifyObject makes things run very slowly, so presumably, it’s another mix than that!
The selection masks do work at runtime, in the case of the color selection you will need to change the vertex colors yourself until I do a painter, but for the volume select you just need to change the params such as position size falloff etc and the selections will update. I will be adding more selection modifiers soon…
You probably dont want to be turning on all the options in that case you are asking the system to recache all the vertices normals etc every frame as well as recalc all the normals, recalc tangents, recalc bounds and recalc colliders every frame which isnt going to help the frame rate. Normally you only need recalc normals and maybe bounds, all the others can be enabled for a single frame if needed or you can do you own stagger system to update different aspects if needed every x frame etc. As for using the Paint modifier, you apply it like any other modifier and at run time you click the mesh and displacements will be applied, it is up to you to adjust the amounts, falloffs etc.
Possible to make this optionally work with vert colours including vert alpha? Shaders often use vertex alpha / colour for many things such as texture blending and embedding information.
It already allows you to select RGB or A as the channel. Or could be extended to use the weight values or even do a selection modifier based on normal direction or x pos component, so if anyone was feeling brave they could code up their own selection modifier, though I will be adding more in due course.
Just wondering what is the minimum poly count required for the paint to look smooth. Trying it with the unity default primitives doesn’t seem to work. Is there a sample file with the paint modifier?