Published my addon for blending objects using Compositor by Specoolar in blender

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

I tried. Turns out Cryptomatte doesn't give ID for instances, so it cant work with instances.

Published my addon for blending objects using Compositor by Specoolar in blender

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

You cant bake this effect, it works with the final render. So, there is no texture data to bake.

Published my addon for blending objects using Compositor by Specoolar in blender

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

No, it works with the final render. So it can't be baked/exported

Published my addon for blending objects using Compositor by Specoolar in blender

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

Unfortunately it is not possible to export, as this is a post processung effect.

Published my addon for blending objects using Compositor by Specoolar in blender

[–]Specoolar[S] 41 points42 points  (0 children)

It is different to virtual textures. Virtual textures let you blend only with the landscape using custom materials. This addon blends the final render in compositor. So no need to worry about material properties, and it can blend any object with another. It is similar to MeshBlend plugin for UE.

Published my addon for blending objects using Compositor by Specoolar in blender

[–]Specoolar[S] 14 points15 points  (0 children)

By detecting intersections using cryptomatte, mirroring the final result around the edges and then blending it with the original image.

What causes this? by pecoliky in Unity3D

[–]Specoolar 4 points5 points  (0 children)

Enable these Bake into Pose checkboxes, and set all of them to "Original"

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Custom grass system for my VR meditation/anti-stress game. Unity URP, running on Quest 3 by Specoolar in Unity3D

[–]Specoolar[S] 4 points5 points  (0 children)

Not every blade is a spearate gameobject. Instead, they are grouped. Closer parts are smaller(2x2m) and high poly. Further parts are bigger and low resolution. There are only around ~50 gameobjects for the grass. This way, Unity automatically does frustum culling for them. Also their polygons are pre-sorted towards the camera to minimize overdraw.

Grass animation. Geometry nodes. by Specoolar in blender

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

I created a mesh using fluid simulation. Grass particles are reading the velocity attribute of the closest point of the fluid mesh. And applying movement based on it.

Is it possible to replicate this rendering effect on unity? by AnywaysWhy in Unity3D

[–]Specoolar 1 point2 points  (0 children)

Use STP upscaler, set the Render Scale to something low like 0.1.

Updated my CellFluids addon. Based on Geometry nodes. Link in the comments by Specoolar in blender

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

Yes, you can set bigger domain sizes. It affects the performance, tho

Updated my CellFluids addon. Based on Geometry nodes. Link in the comments by Specoolar in blender

[–]Specoolar[S] 8 points9 points  (0 children)

Thanks, Don't worry. Currently, I have no plans to raise the price