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ComposIT - advanced In-Engine texturing tool

Discussion in 'Assets and Asset Store' started by AlexanderKaverin, Jun 17, 2016.

  1. AlexanderKaverin

    AlexanderKaverin

    Joined:
    Mar 9, 2015
    Posts:
    6
    ComposIT MIX is a professional solution for In-Engine complex texturing

    With MIX you can build brand new materials from scratch using existing textures, grunge maps, masks and materials in a few minutes.
    Just imagine final result, prepare some resources and start creation.

    2017-01-03.png

    Features set:
    • Layer-based workflow
    • Custom shaders support
    • Area-masking
    • 18 blending modes
    • Selective blending
    • Mask adjustments
    • Realtime and Final build resolution (GPU usage reduction)
    • Simple and intuitive UI
    • SmartViewport: powerful preview system
    btn.png

    6.png 5.png 3.png
    SYSTEM REQUIREMENTS
    • OS: Windows 7 SP1+, 8, 10; Mac OS X 10.8+
    • GPU: Graphics card with DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
    UNITY SETUP
    • For proper work, set Linear color space for Unity-project: Edit > Project settings > Player > Other Settings > Color Space
    • Please, do not change hierarchy of main folder and do not move it to subfolders
    USER INTERFACE
    • START PAGE
      • List of all projects
      • "New project" button: navigates to project setup page
      • "Preset tool" button: opens preset tool window, where you can create your own presets for custom shaders
    • EDITOR PAGE:
      • Layer panel: here you can find all created layers, add/remove them, change order.
      • Areas panel: contains area masks
      • Properties panel: displays currently selected layer's properties
      • Project panel: contains settings to control project rendering and output material inspector
      • Preview panel (can be hidden by clicking toggle in top-right corner): displays material/mesh/textures with real-time changes
    • TOOLBAR
      • Save: saves current project and render all maps to textures
      • Build: renders maps in high resolution
      • Export: bake all maps and saves them to selected folder
      • Close: close current project
    PROJECT CREATION
    • To start working click: Window > ComposIT > Material Editor
    • To create new project click NEW PROJECT button on start page
    • Type the name of new project
    • Select preset
    • Set project path
    • Select build and realtime resolution
    • Click CREATE button to finish project setup
    • Select your project from list
    LAYER-BASED WORKFLOW
    Newly created project always has the Base Layer that can't be deleted.

    To create new layer click on the plus (+) button of the layer that should be under new layer.

    You can manage next layer settings on Properties tab:
    • Material scale
    • Mask properties:
      1. Channel: you can use channel that contains needed information
      2. Scale
      3. Invert
      4. Balance
      5. Contrast
    • Maps that should be rendered from the current layer
    • Blend modes for textures
    Layer-based workflow allows you to enable/disable layers and create big amount of material variations

    AREA-MASKING
    Area-masking allows you to define some specific areas on your model, that differ, for example, by their materials

    To define areas, follow this steps:
    • Open ComposIT editor
    • Load your project
    • Go to the Areas tab
    • Click the plus button (+) in the bottom right corner of the panel
    • Select the texture
    To use area with layer, follow next steps:
    • Switch to the Layers tab
    • Find layer that you need, and select area from the layer's popup
    PRESET TOOL
    Using preset tool you can prepare your custom shader to use it in MIX editor.

    To create preset:
    • Open preset tool: from menu Window > ComposIT > Preset Tool or from ComposIT Editor's start page
    • Select your shader from drop-down list
    • Click Next button
    • Select shader properties that should be used in MIX (blended with other)
    • Specify type of shader program (fragment/surface) and main shader function (e.g. surf or frag)
    • Specify default UV coordinates that you using in your shader (e.g. i.uv0 or IN.uv_MainTex)
    • Click Process button
    • Specify new shader name, preset name and preset path
    • Click create preset button
    To use created presets in your projects, create new project and from Preset drop-down select your preset.

     
    Last edited: Jan 8, 2020
  2. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,341
    Spambumping is not allowed. Please only post if you have new information. Do not repeatedly post and delete the same message.

    --Eric
     
  3. AlexanderKaverin

    AlexanderKaverin

    Joined:
    Mar 9, 2015
    Posts:
    6
    So, I've decided to publish Quick-Start guide, and now you can read it right here.
    Also you can fill the feedback form here.

    SETUP
    • For proper work, set Linear color space for your Unity-project: Edit > Project settings > Player > Other Settings > Color Space
    • Please, DO NOT change hierarchy of main folder and DO NOT move it to subfolders
    • Demo project, that included in package, rendered in lower resolution to reduce package overall size. You can rebuild it if you want

    UI
    Editor window can be collapsed or expanded
    • To collapse the window, click yellow button in top left corner
    • To expand window and enable SmartViewport, click green button in top left corner

    MENUS
    • FILE menu:
      1. New : create new project
      2. Open > [PROJECT_NAME] : open existing project
      3. Unload current : unload currently opened project from memory
    • PROJECT menu:
      1. Rebuild : render material in full resolution
      2. Render : bake layers into embeded textures (you can see it inside your material on the project tab)
      3. Export : bake layers and write all maps to selected folder

    PROJECT CREATION
    • To start working click: Window > ComposIT
    • To create new project: File > New
    • Type the name of new project
    • Select shader setup
    • Select build-resolution
    • Set project path
    • When you created new project go to the project path and click on created material to refresh it

    PROJECT SETUP
    You can manage some parameters on Project Settings tab:
    • Shader setup
    • Maps that should be included to render queue
    • Build resolution: used for exporting and rendering final material
    • Realtime resolution: used to reduce RAM and GPU usage when working on complex materials (13+ layers)
    • Grid: enable or disable grid in SmartViewport
    • Custom mesh: used for material preview

    LAYER-BASED WORKFLOW
    Newly created project always has the Base Layer that can't be deleted.
    To create new layer click on the plus (+) button of the layer that should be under new layer.

    You can manage next layer settings on Properties tab:
    • Material scale
    • Mask properties:
      1. Channel: you can use channel that contains needed information
      2. Scale
      3. Invert
      4. Balance
      5. Contrast
    • Maps that should be rendered from the current layer
    • Blend modes for ALbedo, Normal and Occlusion maps
    Layer-based workflow allows you to enable/disable layers and create big amount of material variations


    AREA-MASKING
    Area-masking allows you to define some specific areas on your model, that differ, for example, by their materials

    To define areas, follow this steps:
    • Open ComposIT editor
    • Load your project
    • Go to the Areas tab
    • Click the plus button (+) in the bottom right corner of the panel
    • Select the texture

    To use area with layer, follow next steps:
    • Switch to the Layers tab
    • Find layer that you need, and select area from the layer's popup
     
  4. AlexanderKaverin

    AlexanderKaverin

    Joined:
    Mar 9, 2015
    Posts:
    6
    Hi there!
    I've made an big update for this product and now it supports your custom shaders!
    For more information visit product website

    ComposIT™ MIX Update 1 (1u1):
    • custom shaders support
    • presets
    • new, more reliable project saving
    • embedded material inspector (you can change layer-material on the go)
    • new layer properties
    • updated and more powerful preview
    • updated UI
    • Library is now an external resource (you can get it from here)

     
  5. kilik128

    kilik128

    Joined:
    Jul 15, 2013
    Posts:
    905
    Look Amazing !
     
    AlexanderKaverin likes this.
  6. AdamGoodrich

    AdamGoodrich

    Joined:
    Feb 12, 2013
    Posts:
    3,764
    This looks really cool - curious as to why no activity on the thread ?
     
    AlexanderKaverin likes this.
  7. TimeStrafer

    TimeStrafer

    Joined:
    Oct 12, 2012
    Posts:
    30
    Would you be able to add a Photoshop style blend mode between materials, such as multiply or overlay? It would be cool to composite different materials for various effects, such as lighting effects.
     
  8. AlexanderKaverin

    AlexanderKaverin

    Joined:
    Mar 9, 2015
    Posts:
    6
    Hi!
    This functionality is already available.
    You can apply different blending modes for each map of your shader separately.
    Option available in Properties > Blending section.
     
  9. Kamil_Reich

    Kamil_Reich

    Joined:
    Aug 14, 2014
    Posts:
    190
    Hi @AlexanderKaverin I've got 2 quaestions:
    1. Can I blend with script inside builded game, for example rain level on the ground?
    2. mobile performance :) I want to use some water on asphalt in this game:
    so I want on start low level of water and higher after some time.
    Cheers,
    Kamil
     
  10. AlexanderKaverin

    AlexanderKaverin

    Joined:
    Mar 9, 2015
    Posts:
    6
    Hi Kamil!
    Unfortunately, there is no API to manipulate composite materials at runtime. I will consider your question, and possibly, implement this functionality .

    This tool was designed to solve complex texturing tasks, like creating materials for environment, cars and other models, what means that you can have a texturing project with e.g. 20 layers and numerous properties per each, that could impact game performance badly.

    If your goal is to have some realtime water on your roads, you should consider writing a simple shader to do that job, it would be more performant and you can easily do it by yourself )
    But if you want to create some nice materials for your game - ComposIT will help you with this ;) Please, watch the trailers and tutorial from the description, if you interested.

    Best regards,
    Alex
     
    Kamil_Reich likes this.
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