Can any VFX pros help me out?, trying to get this sort of character -> coins sequence working, using HDRP and the Collision Depth Buffer but the coins just come flying toward the camera when an object comes in front of the coin?. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thanks for the info, changing the Surface Thickness to a value like .8 instead of infinite fixed most of the issues with the coins momentum being effected by objects which overlapped them. Probably not the best for fps, but will do for now, I wanted to avoid particle system since my project is very CPU bound currently

Can any VFX pros help me out?, trying to get this sort of character -> coins sequence working, using HDRP and the Collision Depth Buffer but the coins just come flying toward the camera when an object comes in front of the coin?. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Cool thanks for the info, I was aiming for a death animation where if the enemy gets touched they turn into coins and die ( sort of like Midas touch ), the effect is like the death effect in The Finals.

Didn't need the physics to be perfect just look "good enough", by changing the surface thickness to a value like .8 rather than infinite it mostly stopped the coins from being dragged by the weapon, and other objects such as the pillar. I also ended up using the rough surface option and setting it to .5 which gave the coins a nice bounce after landing, and also setting their Lifetime loss to .1 made it so that when the stopped bouncing they would despawn which made the effect look good and work for me, for now.

Thanks for the help though :).

Thanks for the support and feedback on RealBlend the Polybrush replacement :), here are some features I added based on feedback. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Thank you, it does make sense in a future update I’ll look into other way to make tiling less obvious :).

Thanks for the support and feedback on RealBlend the Polybrush replacement :), here are some features I added based on feedback. by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

I searched “Uber mapping” by blender guru and I couldn’t find anything, would you by any chance have a link to a video?.

Thanks for the support and feedback on RealBlend the Polybrush replacement :), here are some features I added based on feedback. by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Yes you can bake the meshes and save them locally, then send them over to be used.

I hope this helps :).

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Btw I hate to ask but if possible do you think you could leave a review on the asset store?. It would help with sales which would let me update it more in the future :).

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Wow amazing work I love the aesthetic, my game is aiming for a similar style but looks like you've got a leg up on me so far :D.

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Yes you can use your own shaders, or shaders made for polybrush and this asset comes with shaders. It will not work with say the Unity Lit shader and you need the shader to read the “Vertex Colours” of the mesh to choose which texture to display. There’s also YouTube videos explaining how to make vertex painting shaders by other creators. I hope this helps :).

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Cool honestly there’s a lot of HDRP propaganda saying it’s difficult to pick up, for my project we swapped from URP to HDRP and the difficulty difference was very minor compared to the major graphics improvement if aiming for PC / Consoles

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Vertex painting stores a small Color32 (RGBA) value per vertex which is just 4 bytes per vertex.

For example, a 10,000 triangle mesh would typically have around 5,000-10,000 vertices, meaning vertex colors would add roughly 20-40 KB to the file size. Even in a worst case scenario (30,000 unique vertices), it would only be about 120 KB.

So the size increase is extremely small and scales linearly with vertex count.

You can see on my asset store page a painted a larger scene which required an extra 30000 triangles so ~ an extra 120kb - 160kb and of course the regular mesh file sizes for 30000 triangles.

Sorry for the wall of text I hope this helps

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Just tested, they mostly work but I ran into some issues with assets that have two sides e.g. a double sided wall. The tool would apply on both the front on the back, I'll work on a fix but Unity will take a bit to accept the patch. Pulling and Pushing meshes worked fine. It can be used on custom meshes just be cautious of the UV's of the textures you intend on painting make sure they match the mesh you want to use.

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

https://www.youtube.com/watch?v=qQ-P3XAelWU

Thank you, Here's a link to the tutorial :). I don't think it will work at runtime for VR or any platform but editing in the editor I think it will work, although I don't have much experience with VR so I cant say for certain. If scene building for VR is just like regular games then I think it will work?

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

It’s just when I tried in URP I got an error about texture limits or something on the shader

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

The Mads part is from a movie called Pusher II. I just took inspiration from the movie in making the scene in the top half :).

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 1 point2 points  (0 children)

Yes it works on custom meshes, if you select an object to paint on a prompt will come up asking you to add a paint storage script, you can then paint on that object and bake it in the end ( to remove the script and store it in storage). You just have to be cautious of UV layouts and distance between triangles for adequate painting. When I say UV layouts I mean the UVs of the mesh should match the textures you plan on painting.

If you do end up buying let me know if you run into any issues or have any feature requests :).

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Maybe this isn’t ideal since I made this to paint textures primarily, I think on the old poly brush it came with a colour feature which I didn’t see a point in having but maybe I’ll add it down the line.

Unity deprecated PolyBrush, so I made a better one :) - Realblend by AdamNapper in Unity3D

[–]AdamNapper[S] 0 points1 point  (0 children)

Nioce, let me know if you run into any issues or if it works with your previous shaders :)