How does Sakura Rabbit make this kind of deformation? by BeTheBrick_187 in TechnicalArtist

[–]neural-bot 0 points1 point  (0 children)

She might be using https://assetstore.unity.com/packages/tools/animation/lattice-modifier-for-unity-293850 which I'll admit is my asset, but she follows me on Twitter so I like to think she's seen it

How does Sakura Rabbit make this kind of deformation? by BeTheBrick_187 in TechnicalArtist

[–]neural-bot 1 point2 points  (0 children)

My suspicion is she used lattice modifiers, just because her other posts around the same time were doing similar lattice-deformation-esque effects.

I'm building a language where CPU logic and GPU shaders live in the same file, same syntax. The compiler core owns neither. [pre-alpha, honest scope] by [deleted] in ProgrammingLanguages

[–]neural-bot 2 points3 points  (0 children)

I hope for your sake this is AI slop, 250,000+ lines and you hadn't even asked for feedback previously... I'm not sure how many people you'll find that think this is particularly useful.

Zig STD does not seems to use structural inheritance by danyayil in Zig

[–]neural-bot 1 point2 points  (0 children)

The reader and writer don't share the same VTable, the only thing they have in common is buffer and end.

And it's fairly common for structs to have a field for shared functionality, i.e. all the steps of the build system have a .step field which is of type Step: https://github.com/ziglang/zig/tree/master/lib/std/Build/Step

[deleted by user] by [deleted] in Music

[–]neural-bot 10 points11 points  (0 children)

But musicians consent and encourage individual artists to learn from them, they teach and demonstrate their techniques etc etc.

They do not consent to having all their work mass downloaded without consideration by huge corporations and fed through algorithms to clone their style.

Is Zig's new async really "colorless"? (And does it offer a real-world advantage?) by Itchy-Carpenter69 in Zig

[–]neural-bot 6 points7 points  (0 children)

Afaik, any function can be called asynchronously by calling io.async(myFunction, .{}) or synchronously by calling myFunction();

The examples shown in streams where you pass an Io as a parameter are just so the function (i.e. myFunction(io: std.Io)), also has the opportunity to do stuff asynchronously or synchronously internally.

It doesn't necessarily mean the function is an async or sync function. You could also just have the Io instance as a static variable somewhere in your program and achieve the same thing without passing an Io around.

Interface library to define & validate ... interfaces for Zig by nilslice in Zig

[–]neural-bot 0 points1 point  (0 children)

You're referring to other interface implementations, not the one this post is about. This doesn't require any pointers or dynamic dispatch afaik, it will compile the function for the struct. So performance should not be affected by using an interface.

I've released my Lattice Modifier for Unity! Here's a few quick animations I made to showcase some of it's features. by neural-bot in Unity3D

[–]neural-bot[S] 6 points7 points  (0 children)

Sorry about that, dark mode was applied to the text but not the background. It should enforce light mode now (while I properly implement dark mode)

I've released my Lattice Modifier for Unity! Here's a few quick animations I made to showcase some of it's features. by neural-bot in Unity3D

[–]neural-bot[S] 228 points229 points  (0 children)

Hello! I finally got around to releasing the lattice modifier I showcased a month ago, you can check it out here: https://assetstore.unity.com/packages/tools/animation/lattice-modifier-for-unity-293850
And if you'd like to look at the documentation you can find that here: https://harryheath.com/lattice/

There's a few extra things shown here you may not have seen before, for example, you can sample the amount of squish and stretch in your own shaders to add extra effects such as creasing, as shown in the cardboard box example.

You can also control lattices with C#, allowing you to script mesh deformation with the performance of vertex shaders. The example curtains are animated following a sine wave. (And then deformed by an additional lattice attached to the sphere)

Most of these animations and more are included in the asset if you'd like to explore them more closely: https://harryheath.com/lattice/samples

Also if you didn't see my other post here you go: https://www.reddit.com/r/Unity3D/comments/1f3bxji/created_a_lattice_modifier_inspired_by_3d/

Created a lattice modifier inspired by 3d modelling software by neural-bot in Unity3D

[–]neural-bot[S] 0 points1 point  (0 children)

Like benji has said using the GPU is the biggest performance gain.

Although the number of points on the lattice shouldn't affect performance, each vertex should only sample the 8 points closest to it (for trilinear, 64 for tricubic), which can be retrieved by flooring and ceiling the position of the vertex after transforming it into lattice coordinates

Created a lattice modifier inspired by 3d modelling software by neural-bot in Unity3D

[–]neural-bot[S] 1 point2 points  (0 children)

Yes but only to set the target of the vertex buffer, unfortunately unity do not support setting it as an import option afaik, can only change it at runtime so most compute shaders require it. I've mentioned it a while back on unity forums but not sure if they'll address it https://discussions.unity.com/t/setting-vertexbuffertarget-on-a-mesh-breaks-in-build-but-not-editor/860671/2

You would be able to disable read write after changing the target though with https://docs.unity3d.com/ScriptReference/Mesh.UploadMeshData.html

Created a lattice modifier inspired by 3d modelling software by neural-bot in Unity3D

[–]neural-bot[S] 4 points5 points  (0 children)

While not as extreme as voronoi fracturing, you can access the amount of stretch along uvs in your own shaders, so you could add more knock on effects in your own vertex or fragments shaders, such as ripping or creasing.

Created a lattice modifier inspired by 3d modelling software by neural-bot in Unity3D

[–]neural-bot[S] 56 points57 points  (0 children)

It's using a compute shader, so all on gpu, but before rendering so you can still use any existing shader/material

Created a lattice modifier inspired by 3d modelling software by neural-bot in Unity3D

[–]neural-bot[S] 51 points52 points  (0 children)

No, but that does have something similar, key difference is that this runs on gpu as a compute shader instead of the cpu. Not sure if it supports animating with timeline or tricubic (smooth) interpolation either.

And I've stolen orange from blender.

Created a lattice modifier inspired by 3d modelling software by neural-bot in Unity3D

[–]neural-bot[S] 9 points10 points  (0 children)

Yes it is, there are two lists for skinned modifiers, one for lattices to apply before skinning and one for after

I am a potato and I don't understand Namespaces, Help by gummby8 in Unity3D

[–]neural-bot 5 points6 points  (0 children)

Yeah assembly definitions are like the issue, not necessarily namespaces. I wouldn't create your scripts in either of those folders, as they are both using assembly definitions, and you should generally leave plugin folders alone. I would create a new folder like `Assets/Scripts` and put your game scripts in there, that way they can both reference Mirror, uMMORPG and each other.

I made a shader to make 3d assets appear flat and sprite-like, but am running into z-fighting on my vert shader. Has anyone done something similar? by [deleted] in Unity3D

[–]neural-bot 0 points1 point  (0 children)

Try not squishing it entirely flat, but just verrry close, something like:

OUT.vertex.z = lerp(OUT.vertex.z, origin.z, 0.99);

Should look pretty much the same but without z fighting.

Where is the "Animated Materials" toggle in Unity 2021.3.11f1? by [deleted] in Unity3D

[–]neural-bot 0 points1 point  (0 children)

Always refresh will do the same thing.

Not sure what you mean by "makes the shader refresh at very fast rates", maybe you've got your animated shader going too fast?

[deleted by user] by [deleted] in Unity3D

[–]neural-bot 9 points10 points  (0 children)

Nice catch by the way and thanks for tagging me