A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Now in Beta! Get 1:1 live lessons on any Unity topic or help troubleshooting your project – Connect with an expert on Unity Live Help
Discussion in 'Assets and Asset Store' started by roryo, Jun 4, 2015.
Robot Kyle has such sights to show you.
After this experience, Kyle would have to agree... it really IS lonely at the top!
That looks really great @Royo!
I don't see an overview of existing nodes / an documentation, is it only available to beta users? I'm definitely interested in this, it was always my 'dream' to create/get a node based modeler So glad to have found this, trust me!
Some other thoughts/questions I have:
- I've already seen some fine engraved objects in this thread but how hard would it be to create stuff like.... curved (say deformed), but engraved shields, or even some organic (partially procedural) stuff like a wooden palisade?
- Is there any approach possible to work on some basics predefined shapes (say, meshes) not generated by one of the nodes? So for example I could input some basic deformed cubes and refine them with this tool with a predefiend pattern (Disregarding the fact that you can generate them with this tool for a moment)?
- How are your plans regarding texture generation? I know there is Substance support, but to truly use it's power, we need to be able to generate masks... So for example instead of a mesh to represent engravings, a mask to put into a substance, or generating a curvature/worldspace normal map. Is anything like this planned?
Thank you very much!
Hi @Seneral - thanks for your note! The docs are a work in progress, the production of which is frequently interrupted by bug reports!
I have been dreaming of a node-based modeler for 25 years! I tried creating plugins for Softimage, Maya, C4D, but I got bogged down in the friction of those applications api's, particularly when it cam to GUI. Unity has been such a dream to develop in!
Deformers are a new class of nodes that will be in a later version of AX, or perhaps a separate pack. For something like a wooden palisade, would this example be getting close to what you are imagining?
There will be nodes for external GameObjects (especially lights!) and meshes, but not in the first release. The meshes will then be able to be fed into deformer nodes or act as surfaces for deformers to use as coordinate systems. So you could do an engraving of sorts and then deform it around an imported mesh. Carving imported meshes won't be possible until we have a CSG node going. Again, the first release of AX will not have mesh deformers yet.
I think there is great potential for meshes to generate textures and normal maps. Not only for creating textures procedurally taking advantage of the Shape merging, offsetting, thickening and repeating, but also to automatically generate LOD textures that replace meshes at a certain distance.
As fun as it is to muse of future pipeline, we've got to get the first release out the door! Sometimes it seems like that last 1% takes 99% of the time!
Thank you for your answer - I'm truly impressed how much effort and research you seem to have done even prior to Unity!
I know making the documentation can be the worst part, take your time with it to make it the best
Also, the Jitter node seems to work just fine, the example is great!
Regarding the meshes, take your time with a CSG system if that would been to delay the first release. There's already a discussion and approach to a node-based CSG editor in this thread - might be worth to look at
Indeed, LOD is another great use case of some kind of texturing functionality. But more in general - when you assign materials to different parts of the mesh, these get seperated, right? This can get a little bit annoying later, a better option (atleast for some cases) is generating a mask of materials to use with a substance, shouldn't be too complicated either. Then this could be extended later by using meshes as projectors of these masks on other meshes (eg. to make these engravings)
On your final note, those extra features (if ever implemented) really shouldn't hold the first release off - I was simply interested in what is implemented and what you might consider implementing, and I'm glad to see you're sharing some of my thoughts and interest in that regard
I just saw a super interesting 3D mapping method from the Unity 11 hackweek. I feel it is somehow related to this project, not sure about the best way yet. Wouldn't it be interesting if the approaches could somehow be combined. What do you think?
got the beta yesterday .. first steps for robot Kyle
This is what came out the other end when I had a very quick go at following the new Skyplatform tutorials.
Robot Kyle hid in the shadows. Because judging by how small he felt and the menacing potential of the weather modification prongs, he had accidentally beamed himself onto the wrong Skyplatform!
@elbows - I don't want to be around when those weather modification prongs get fired up!
Robot Kyle at the Kyle Ranch.
Had fun feeding shapes into the lathe, after learning how on the video tutorial
Nice work @steveR! I want to know what happened to Kyle as he went between to two red poles of the hyper magnet. He look a little stunned, her stunning on the stairs!
Hi @10FingerArmy! Sorry for the delay in replying and thanks for the link. That is a very cool Hackwork project. It is a little like Dungeon Architect that hit the AssetStore recently. It looks like Tilemap3D is a cell-based modular system. Because it is placing modules according to a brush-style workflow, it is a simple and fast way to buildout levels.
One way this could be integrated with a parametric approach like Archimatix is to have cells that are not necessarily squares but more random shapes that are painted or drawn while the infill, rather than modular pieces of set dimensions, are parametrically generated according to the dimensions arising from the interactive drawing. An example of this can be seen here:
Archimatix could also provide custom models that vary according to square cells as in Dungeon Architect or Tilemap3D. For example, placing columns whose radius and height vary with relative to the number of adjoining cells that are forming a space.[/QUOTE]
Here's a sneak peek the Skyplatform tutorials that the the beta team have been working with:
robot Kyle is trying to build his house
but something went wrong .. hello .. help !
I may have been silent on this thread, but only because I'm spending so much time working with Archimatix. It's capabilities are daunting, especially when you're willing to dive into the deep-end of custom shape coding (as I have)!
Even so, I had to take a break to create a couple photos. The geometry below is constructed with shapes already built into Archimatix. Anyone should be able to create these environments with ease!
Robot Kyle was recently seen entering S. Darkwell's Archimatix creations. His apprehension was notable.
Robot Kyle went missing days later. His last confirmed sighting was in what is thought to be a storage bay.
Although images seem to confirm otherwise, Robot Kyle seems to have believed that he was not alone.
Additional posts will follow as this story progresses.
Love this Kyle side plot @S_Darkwell!
Just a reminder: all the models (except for Kyle) posted here by the beta team are created right in the Unity editor using Archimatix
robot Kyle knew he had to build a boat to get there ...
but something went wrong ..
If there is no reference to robot kyle when this is out in the asset store, I will leave
Thanks to the help of beta team member @mangax, looks like we will have some ability to have vertex colors to use with shaders that blend textures while keeping the material count to 1!
Robot Kyle knows its a generalization, but... he just can't help thinking... "if you've seen one post-apocalyptic city, you've seen them all!
Can we jitter the vertex color?
Not at present... but there is nothing stopping us from adding it! This would be relatively easy.
Kyle never seemed to tire of observing the carbon-based life forms on the planet below from his Skyplatform. Though...
... he could never be sure what they made of him!
Well, it was of no consequence anyway... he would be moving on to the next world in a matter of moments...
He did get a kick out how the indigenous people took to the name his ship... "Odin."
Before leaving, he thought he should give this world a name. The previous worlds he visited he named according to a system. They were Learth, Mearth, Tearth, Fearth... Let's see, Kyle, what would be a good name for this world?
Here I am testing the new Save as Prefab feature of Archimatix. This Skyplatform was modeled in the Unity Editor using Archimatix in a matter of minutes. It was saved as a Prefab and then then exported in a package to be opened in Unity's Viking Village demo seen. At this point the model is no longer parametric, but it can be played in any scene without Archimatix in the project.
Very cool!! I love the screenshots.
Kyle ? Kyle ?
found him ... he was inside !
Love that lattice work as a ceiling! Having trouble picking out present-day Kyle from time-traveling instances...
if you want my opinion .. something pretty suspicious is going on in there .. could it be that some villains screen spaced reflectionned him to stole his appearance .. and conquer the world ?
Not sure exactly what it is, but I know it can be modeled from scratch right in the Unity editor in a couple minutes using Archimatix!
Grid repeater has an offset? I did not see that….
@wetcircuit, what do you mean by an offset? Do you mean a "brickwork" pattern?
Yes, brickwork (offset row/column by 50%, or adjustable)
I see you are doing it with your hex pattern. I tried but didn't find a way. Did you use a formula? I haven't figured that part out yet….
Its actually very easy! The GridRepeater2D takes a Node Shape and a Cell Mesh. The differences between the two are explained on GridRepeater (but the same concept applies to GridRepeater2D).
With that in mind, I fed the same Shape into both the Node Shape input and the Cell Shape input!
@wetcircuit, I just realized the above will not work in the latest beta build, but will in the next (due out in the next day or so).
AHHHHHHHHH! I had not thought of that!
Had used cell/node for floor/columns…. Very clever.
Made from RadialRepeater_Node and RadialRepeater_Cell:
Here is a quick demo of the power in procedural modeling to build complex environments. Introducing a small variable creates entirely new structures, yet retains 'order' because of the grid underpinnings.
Screen is from wearing a Rift to look around the environment.
This is really interesting! I was trying to make a brick-like pattern by feeding the same shape into the Node and Cell of a grid repeater. That was producing about what I thought it would. Then, by chance I made it repeat 4 on the V and 5 on the U. Suddenly it's a complex middle eastern pattern! I have no idea how I did that, but I've always heard those patterns are creating using math.
The other thing that is impressive is these overlapping spline/subtraction/things that I'm making are not blowing up. Try to do this in Illustrator or any other program and it will. It might look OK, but the spline/bezier/vertex order would be a mess. No idea why these splines are making sense under the hood, but they do and they extrude with no artifacts at all! Crazy.
Crazy amount of variation. Only change between ground floor and second is to offset the second floor repeater by 1. Then, for the roof, offset by -1.
Nice, symmetrical building with balconies and overhang.
Now, what happens if you rotate the input hex shape by 5 degrees? Really nice overhangs of varying amounts. Impossible to imagine a structure like this. A lot of happy accidents with this tool:
@Voronoi: Thanks for posting these experiments - VERY EXCITING!
Your project has a lot of the fun factor in Rhino, where you can visually experiment to create shapes that are unexpected. As you know, it's just fun fiddling with parameters and seeing the results, makes it hard to get work done... Minecraft for the architect?
What I find impressive is how instantaneous the meshes are created and that the meshes are high quality, i.e. minimal polygons with detail where you need them and UV's that are useable in a game engine.
I know it's tempting to think of boolean subtraction to create these kind of things, but in my experience the resulting mesh from a boolean operation is miserable. Better to plan out a proper spline extrusion in the first place, and if needed use warping to keep it from looking too 'flat'.
Another thumb-up for just twiddling to see what you get…. Makes me want to make post-modern puzzle games… or maybe Whack-A-Mole 2525™
Was trying to get an arch to ba a span in the pathrepeater…. (I know, I know… it's not ready)
Gave up and used Radial Repeater for the arches instead….
This A-Frame was built entirely in the Unity editor using Archimatix!
Almost done with all the 2D nodes!