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Re: The answer to life, the universe and unity3d
[Re: Wjbender]
#438352
03/12/14 12:36
03/12/14 12:36
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Joined: May 2005
Posts: 2,713
Lübeck
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Thanks for the compliments Wjbender Yesterday I started working on decals: There are still some shading issues and they are too slow to create and have too much overdraw, but other than that it works great . Edit: MOAR blood!
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Re: The answer to life, the universe and unity3d
[Re: Slin]
#438359
03/12/14 14:21
03/12/14 14:21
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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that's not even remotely enough blood!
(nice feature!)
oh, one thing I forgot to ask: instancing possible? :3
Last edited by Kartoffel; 03/12/14 14:39.
POTATO-MAN saves the day! - Random
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Re: The answer to life, the universe and unity3d
[Re: MasterQ32]
#438361
03/12/14 14:42
03/12/14 14:42
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Joined: Dec 2000
Posts: 4,608
mk_1
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Joined: Dec 2000
Posts: 4,608
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Re: The answer to life, the universe and unity3d
[Re: mk_1]
#438362
03/12/14 14:56
03/12/14 14:56
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Posts: 2,210
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@mk_1: it's interesting but to me it seems like it's pretty complicated / slow...
I think there are better methods to do this.
POTATO-MAN saves the day! - Random
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Re: The answer to life, the universe and unity3d
[Re: Slin]
#438373
03/12/14 18:03
03/12/14 18:03
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
OP
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OP
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Joined: Apr 2007
Posts: 3,751
Canada
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Hey guys, remember this awesome blogpost series we had about weekly updates and shit? Well, it's back! This week it's about editors and decals. Surprising choice of topics, isn't it?
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: The answer to life, the universe and unity3d
[Re: the_clown]
#438382
03/12/14 23:19
03/12/14 23:19
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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Expert
Joined: May 2005
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Lübeck
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Skinned meshes: Currently decals will kinda break with those. I mean yes, one could also skin the decal vertices, but then I would also have to create custom skeletons for the decals consisting of all bones of the skinned meshes covered by the decal (or only the needed ones, but then with custom animation frames and shit), also it is not really clear if such a decal should then stay the same and just move with the geometry or has to be projected again. Projection would probably be much easier, but also look wrong in most cases. The alternative to skinning the decals would be use CPU skinning for the vertices with the decal attached and update the decal for those. Would probably be the best solution, but still has the tricky part with projection vs following the movement. I won´t touch this for now and would use a specialized solution for such cases like just modifying the texture of a character or something.
The decal actually is not attached to any scene node (unless you make it a child of something), instead it is just a scene node itself, can be moved freely and will effect everything in its range. Now if it is attached to another scene node and moves with it it again will effect anything in its range. So if this is not wanted, you will have to make sure it is not bigger than the scene node it is attached to.
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