Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Ikari Vertex Painter (MOVED TO ASSET STORE FORUM!)

Discussion in 'Works In Progress - Archive' started by Kirbyrawr, Oct 15, 2014.

Thread Status:
Not open for further replies.
  1. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Thanks sir ^^, also thanks for the suggestion of the name : D

    EDIT: Added foldouts
     
    Last edited: Oct 19, 2014
  2. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Thanks for clarifiy answer, i was asking becouse there are some vertex painters that have their own shaders, which do not allow you use your own defined shaders. But thanks for clearing it up.
     
    Kirbyrawr likes this.
  3. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Hi sir no problem i'm going to take this post also for show another feature haha (I love to show those gifs)
    UPDATED:
    Angle and outline for gizmo:
     
    Last edited: Oct 19, 2014
  4. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Okey so not gif this time but a interesting feature i need to explain a little:

    This property allow you to paint the colors on the instance of the scene or on the asset.
    Actually i got working the instance one without affect to other instances, the thing is for know what property that object have i needed to create a "hide script" that will be added to your object when you edit it, this script have no performance hit and it won't be an issue for you, you won't see it since it will be hided and it will contain information of the object itself.

    And no, this won't end in leaking meshes or memory leaks.

    The only thing i don't know what to do is save to asset, let me explain, i can create an asset from that object and save it as a global asset for those instances but actually i want to save the colors on the fbx or the original file itself, i don't know if it's possible but anyways i need to research about it more.

    Another thing is that the instances painted will save only if you save the scene, i don't know if this is good or not but i can add a autosave option maybe.

    I hope you like the new property : )

    And remember to post comments and name suggestions for the asset!
    Thanks in advanced
     
    Last edited: Oct 20, 2014
  5. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    269
    Hey KirbyRawr,

    I was just going to ask about this. (Where/how your save the data)
    It would be very handy if it's possible to save to the imported .fbx .
    And also I was going to ask about AO baking onto Vertex colors. Do you have any plans to add this?

    My dream is to write a postprocessimport script that looks at the file name of the fbx and and bakes ao to VC and/or applies a gradient to VC along the World axis Y+ to the imported fbx and if possible do not generate any other file while doing that.

    What do you think?
     
    Kirbyrawr likes this.
  6. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Well the fbx i don't know if it will be possible due to the sdk license but i will try, the ao bakes i was just thinking about that right now haha, so maybe yes : )

    The thing is, for example if a user is using a .dae file or .obj or another file i can't really focus on all those files creating a exporter for all those formats, my best approach is create a prefab/asset when you use the asset mode but i'm still not sure.
    Plus the sdk license for fbx is really weird...

    Tell me what do you think.
     
    Last edited: Oct 20, 2014
  7. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    269
    Well! fbx discussions always end with the fbx SDK and its license, not surprised about that one :)
    But you're right about other file formats. They might will give you hard time later on. But creating a prefab might be a good option, as you've said.
    I read that, there will be some advancement/changes to Unity's prefab and scene system in version 5. You might want to take a look at those. Don't know the details of it, but since we're in the middle of Version 4 and 5, you might want to future proof your asset.

    About AO; If we look at the common usage of Vertex color channel we'll see VC AO, texture splatting(mixing textures) and vertex animation based on Vertex color (foliage, flag...). So I think you should somehow give those abilities to you asset.
     
    Kirbyrawr likes this.
  8. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Thanks for the Unity 5 thing, i'm going to search about that!.
    Yeah AO is semi planned it's only i need to do some researchs.
    About the vertex animation, i will include some shaders with wind animation i think : )

    Thanks again!.
     
  9. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Redoing show options and doing it more user friendly, i will add a search box and a scroll view for those buttons ; )
     
  10. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728
    I like how you can select multiple objects and edit them all!
     
    Kirbyrawr likes this.
  11. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    Just a small thought, maybe you can make start and stop the same button? When you click start it changes to stop and the other way around to get rid of an extra button?
     
    Kirbyrawr likes this.
  12. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Yes i think you are right again Virror ^^
     
  13. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Added search box and added a dynamic header based on the selected objects, also deleted the stop button and change that at runtime.
     
  14. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728
    Search box is nice. I could see it getting very cluttered if you are painting a lot of things.
     
    Kirbyrawr likes this.
  15. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    A little haha, but don't worry it fits perfectly
     
  16. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Asset Paint added still need to bugfix some things and do some clean
     
  17. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    I'd think one major limitation of vertex painting is finding out there isn't enough `resolution` in the mesh to be accurate enough in placing colors where you want them etc.... so an option to subdivide/tesselate the mesh itself would be good. Just an idea.
     
    Kirbyrawr likes this.
  18. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    I like that idea i will add it to the possible list, thanks sir ^^
    Maybe it can be done via shader.. but then it's only for dx11 so i need to find another way.
     
  19. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    I was thinking just take the mesh triangles and subdivide them and output a new mesh. Fairly easy to do, divide halfway along each edge to get 3 new coordinates, now you can build 4 triangles out of 1. Although dealing with curvature might be fiddly.
     
    Kirbyrawr likes this.
  20. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Editor Undo, i still need to know how can i add the undo to the mesh but the undo of the editor is semi done, i still need to fix some things and add undos to all the interface.
     
  21. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728
    You have to add the undo feature? Huh, learn something new everyday!
     
  22. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Yeah for sell extensions you need to handle undos and redos haha
     
    Last edited: Oct 22, 2014
  23. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728
    Wow, I thought it automatically added that.
     
  24. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    It's on SerializedProperties : )
     
    Last edited: Oct 22, 2014
  25. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Quick Update, changed float fields, added hacky stuff for detect when a slider is pressed and do the undo, added undo to the sliders.

    Before:


    After:


    Undo Sliders:
     
  26. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728
    Oh man, this has come a long way since it started!
     
  27. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Hahah you are right, and the best is that i expended only one week in do all the base and the hard work.
     
  28. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Kirby one question, would this method allow us to use vertex painted models from 3ds max? For example if i import vertex painted model from max into Unity and apply your vertex painted+shader method on it will it load vertex colors from 3ds max?
     
  29. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Yes you can import models with colors, actually the cube you usually see is imported from blender : )
     
  30. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    I finally choose a name, the asset will be named: "Ikari Vertex Painter"

    Why Ikari?, Ikari is a japanese word that means fury or anger, it also means in some context passion, so it fits perfectly :)

    Here is the logo that it will have:
     
  31. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    :cool:
     
    Kirbyrawr likes this.
  32. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    269
    No vertex can escape. "Ikari" will paint all your vertices with a fury.
    *does a Japanese bowing greeting ;)
     
    Kirbyrawr likes this.
  33. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Haha great one sir ^^ i should add it to the main page : D!
     
  34. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Fixed some bugs related to the layout of the editor, added scroll, fixed some layout issues, in progress of add copy and paste of vertex from one object to another
     
  35. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Hi there, what shaders do you guys think i can make for complement this tool ?

    Example included:
     
    Last edited: Oct 24, 2014
  36. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728
    I don't do much with shaders, but the one you gave as an example is fine to me. :p
     
  37. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    The main post was updated with more organization and spoilers for all the gifs , i will update the main post when i get a new feature shader.
    I will be posting on this post all the shaders i will be doing aswell.

    No Smooth Vertex Shader:
     
    Last edited: Oct 24, 2014
  38. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    @imaginaryhuman It's not "interpolation" at all and it's done via shader but it's something..
    That's the thing you wanted? I think it's not but worth a try haha : )
    Oh and btw i'm doing the subdivision thing : )

    Test on a Cube:
     
    Last edited: Oct 25, 2014
  39. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    New shader with normal maps and specular maps, the textures will be included on the package, but i still need to add hard edge to this shader.
     
  40. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    New Editor features, this time i'm going to show how to make a question related to the asset:
     
  41. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Since this asset is getting near to the publish on the asset store (still need to do some things and bughunt/clean) i want to talk about the price.

    I think it would be cool put it at 15$ the first 2 weeks and 20$ the rest, i have in mind indie budgets and since i'm going to give support and update it i think it worth it.

    What do you guys think?

    Edit: The people who won a copy of the asset will receive it when the asset is published on the store.
     
  42. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728

    15$ seems about right since it's complicated to do on your own. 20$ later on should be fine. Maybe higher the price when it get's more popular over time?
     
    Kirbyrawr likes this.
  43. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Thanks for the feedback, i think the maximum price will be 20 even if i update it, i don't want to put it as 70 or 50 that's a little high for people like me who don't have almost any money to expend.

    Cheers
     
  44. Whiteleaf

    Whiteleaf

    Joined:
    Jul 1, 2014
    Posts:
    728
    Yes, I agree.
     
    Kirbyrawr likes this.
  45. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Added copy and paste of vertex between objects, changed a little the selected objects field.


    Final result with shader:
     
    Last edited: Oct 26, 2014
  46. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    269
    Nice progress KirbyRawr!
    I've got two small questions;

    -What happens if you try to paste VCs to a completely different object?
    -Do you have plans to add a blur and fill brushes? Fill is for the case when you have multiple child objects and you can select and fill each with different color with ease.

    thanks
     
    Kirbyrawr likes this.
  47. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Hi, Gurayg thanks for reply, interesting question by the way:

    First question:
    -If you paste vertex colors to another mesh that have more vertex than the copied object, the colors will be added normally.
    -If you paste vertex colors to another mesh that have less vertex than the copied object, the colors will be deleted till they reach to those vertex count.
    Second question:
    I will add a bucket/fill tool for paint all the object with the color you want, but the thing is if you are for example using the red channel, it will fill only the red channel,about the blur i'm not sure what do you mean.
     
  48. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    269
    Hi,
    by Blur brush I mean: it helps to vertex colors to smoothly transition from neighboring vertices. Blender has a blur brush for vertex paint.

    1.jpg 2.jpg 3.jpg

    Here I tried to show how it behaves.
     
    Kirbyrawr likes this.
  49. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    Hi i just tried in blender that function, i'm still not sure how it works but i think it's a interesting tool, i will add it to the possible list.

    EDIT: I think i got a idea how it works : )
     
  50. Kirbyrawr

    Kirbyrawr

    Joined:
    Jul 23, 2012
    Posts:
    945
    I had a 30 days trial of unity pro so i used it for improve this asset, i don't regret it since i needed to do some fixes and i added more cool things to the layout.
    Pro support is now added:
     
Thread Status:
Not open for further replies.