Congrats kalagaan,
Looking really good.
May I ask what is your asset situation regarding shaders in Unity 5? Does it still require your custom shaders?
Do you have plans to add world space effectors (motion sensors) such as wind?
Thank you,
a custom shader will be always required.
I wrote compatible shaders for most of Unity built-in shaders.
You can include VertExmotion function in your own custom shaders.
I still need to check unity 5 beta new shaders for compatibility ( PBR and GI ).
You can already add world space displacement by script, sensor parameters contain an offset Vector.
I planned to add global settings like wind, gravity, local offset…
Oh don’t worry I’m watching this thread… I’m currently vested in Jove 2 but am also looking at Brilliant Games lighting solution as well so… what is your feeling about that?
Wonderful!
Please let us know, when you solve the DX11 issue and when you check VertEXmotion with Unity 5 beta.
-What are the advantages of VertEXmotion over a bone based solution? Is there any way to know how faster your asset is?
-Have you looked at ShaderForge? Is it possible to make a custom node for it ?
-So we will be able to add one script to our scene and it acts as global wind,gravity. Will forces be additive motion to vertices. An example to what I’m trying to say is;
Wind is blowing and the character gets upside down, thus hair acts according to gravity+wind.
VertExmotion is a procedural system, you don’t have to animate all sensors, and you can combine them to a bone system for a better look and feel.
You can also add an inflate fx, like in my jellyfish demo.
It’s fast, my jellyfish demo works on Galaxy S3 (android 4.3), all shaders are SM2 for platform compatibility.
I think it should be possible to make a custom node for shader forge, it would be really cool
anyway, adding VertExmotion to the final shader is really easy, I did a .cginc file.
local space deformations, like a bump on the head.
Sorry to be a pain but what about 3rd party PBR renderers and lighting systems like I mentioned above…
Added: I guess you can use a gradient map or B&W map generated in something like Photoshop to use as a force map as well? I’m thinking for trees and bushes
I can’t be compatible out of the box with all plugins of the asset store
Anyway, I’ve downloaded Jove free from the asset store, and I’ve changed a few lines in the shader for VertExmotion.
//change the name for VertExmotion editor Shader “VertExmotion/Jove/Free” //add VertExmotion functions #include “Assets/VertExmotion/Shaders/VertExmotion.cginc” //add this into the structure float4 color : COLOR; //add this line into vertex shader v.vertex.xyz = VertExmotion( v.vertex, v.color );// I’ll update this function in the next version of VertExmotion
Hi, just wondering if I could get this to work with dynamically generated meshes, I use rageSpline, and I animate the meshes vertices. I’m try to reduce the amount of vertex animations I do by offsetting them with an alternative method. Could I use this for that? Is the source included in this asset?
Hi,
you can add scripts dynamically, but you’ll have to add paint information in vertices color without the tool.
Send me a sample (contact@kalagaan.com), I’ll do a script for you.
Source included in pro version.
Hey, thanks for the offer, but I try not to buy assets without source as I’ve had plenty of bad experiences with other 3rd party assets that didn’t include them. I’ll definitely be back if I can’t find an alternative though
I’ll probably release a pro version with source code, but I want to add more features to VertExmotion before.
Don’t hesitate to send me a sample even if you didn’t buy the package, I could do a test with your assets.