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► Lowpoly Mesh Generator ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Apr 1, 2016.

  1. Arkhivrag

    Arkhivrag

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    Last edited: Jul 22, 2021
    funkyCoty likes this.
  2. Yaken

    Yaken

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    Great package!
    But:
    Is there any way to get detailed error messages?
    Because I want to generate my unity terrain (it is simple, new Terrain -> some mountains with brush for test purposes) to flatmesh, but every time I call this method:
    "FlatMeshGenerator.GenerateFlatTerrain(...)" on runtime in this class "Runtime_FlatTerrain" I got this warning:
    "Generating Flat Terrain: Object reference not set to an instance of an object" and my mesh did not created.

    Pls any solution? we have a strict deadline :(

    Yaken
     
    Last edited: Apr 15, 2016
  3. Arkhivrag

    Arkhivrag

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    It is possible to output detail info about conversion during run-time.
    If you check included example script (Runtime_FlatTerrain) for run-time terrain conversion you will find line with
    Code (CSharp):
    1.  
    2. //Check reports
    3. if (convertionInfoString != null)
    4.      for (int i = 0; i < convertionInfoString.Length; i++)
    5.      {
    6.           Debug.LogWarning(convertionInfoString[i]);
    7.      }
    8.  
    You can modify it to output additional conversion info
    Code (CSharp):
    1.  
    2. //Check reports
    3. if (convertionInfoString != null)
    4.      for (int i = 0; i < convertionInfoString.Length; i++)
    5.      {
    6.           Debug.LogWarning(convertionInfo[i].ToString());
    7.           Debug.LogWarning(convertionInfoString[i]);
    8.      }
    9.  
    Terrain conversion may fail if: Terrain data is null.


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    Last edited: Mar 2, 2020
  4. Arkhivrag

    Arkhivrag

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    Just submitted v1.01
    • Fixed bug with terrain conversion failing if any of its paint textures are missing.



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    Last edited: Mar 2, 2020
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  5. Yaken

    Yaken

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    I think something is with my terrain textures causes this problem.
    After some research I figured it out :)
    If my terrain textures is not "Read/Write Enabled" = True, then the generator is not working.
    In unity I must set true this checkbox in the Advanced Textures
     
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  6. Yaken

    Yaken

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    Thanks for the fast reply and fixes, great support.
     
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  7. Arkhivrag

    Arkhivrag

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    Editor tool does it automatically but it run-time, yes, you have to manually take care of texture to be readable.



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    Last edited: Mar 2, 2020
  8. Dominik523

    Dominik523

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    Can this asset divide terrain into chunks and use occlusion culling? Does it also auto generate LOD for the terrain?
     
  9. Arkhivrag

    Arkhivrag

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    Yes, you can divide terrain into multiple chunks with controllable vertex count. If need LOD just generate another one with less vertices.



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    Last edited: Mar 2, 2020
  10. Dominik523

    Dominik523

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    Alright, thanks!
     
  11. Nadan

    Nadan

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    I was wondering are the assets generated with flat mesh generator more effective on performance? Or is just the look different?
     
  12. Arkhivrag

    Arkhivrag

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    Vertex Color shaders used for this effect are very fast.
    Mesh itself will have increased vertex count.
    Check asset description in the very first post of this thread, it's described how faceted mesh is generated.



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    Last edited: Mar 2, 2020
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  13. fred2507

    fred2507

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    Hi, are SpeedTree models with their vertex animations stored in the uv channels supported, or just as static models?
     
  14. Arkhivrag

    Arkhivrag

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    With full vertex animation.





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    Last edited: Mar 2, 2020
  15. fred2507

    fred2507

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    yeah, thanks. you got a new customer!
     
  16. saenkoav

    saenkoav

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    Just ONE question, and I buy you perfect work). How about Water? Можно сделать воду LowPoly без потери физики?
     
  17. Arkhivrag

    Arkhivrag

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    Asset converts mesh into flat/faceted style mesh and bakes texture(s) inside vertex color. That's all.
    Water effect is not part of this tool, but shaders instead.

    BTW I'm working on DirectX 11 Lowpoly Shader pack and it will have lowpoly water shader too.



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    Last edited: Mar 2, 2020
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  18. Sx3

    Sx3

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    If I look at the models it looks like the vertex count is less. How come it's more? And is there a way to reduce it?
     
  19. theANMATOR2b

    theANMATOR2b

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    Vertex count is tripled for every vertex using this technique. Removing the smoothing information require each face to have unique vertices at each corner - so even though two adjoined faces are part of the same model/mesh - they do not share vertices. Each face has it's own vertices.

    afaik there is not workable solution to reduce vertex count.
     
  20. Sx3

    Sx3

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    Ok thanx for the update. I also ran into the problem that some of my models are really dark after conversion. I use the Unit Shader with Image Based Lighting and use the intensity to lighten it up a bit. Can you give a better solution?
     
  21. theANMATOR2b

    theANMATOR2b

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    Sorry Sx3 I have no info regarding lighting.

    About poly count - @Arkhivrag DirectX 11 Lowpoly Shader will not triple the polycount. This shader is going to be very useful for any dev doing low poly modeling games.
    He mentioned it was going to be released after Unity 5.4 drops - which was yesterday. ;)
     
  22. scott5678

    scott5678

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    Hi, just bought and love it so far! On some models, it gets converted to all white. Is this because there isn't a texture? Or I'm choosing the wrong color?

    This is what the materials look like:

     
    Last edited: Sep 10, 2016
  23. Arkhivrag

    Arkhivrag

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    You can bake only texture or color parameter of the material. Both parameters names are defined inside editor.
    Untitled.png



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    Last edited: Mar 2, 2020
  24. LennartJohansen

    LennartJohansen

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    I saw there is Mesh Compression on the latest update. How does this work? Is there need for a component to unpack the mesh or does it just remove unused uv2 etc?
     
  25. Arkhivrag

    Arkhivrag

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    Mesh compression does not remove any used/unused buffers.
    It just reduces vertex data precision and saved file size is smaller.
    It does not need any unpack or some special loading tools.
    It has no performance cost at all, during loading or run-time.

    Compressing meshes saves space in the built game, but more compression introduces more artifacts in vertex data. Best choice is Low compression.



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    Last edited: Mar 2, 2020
  26. gterveen

    gterveen

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    Any chance we might see an option to export the vertex colors back to a Texture? Looking for a tool like that so I can use Meshmaterializer for many aspects of my workflow without having to port everything to work with vertex colors.
     
  27. Arkhivrag

    Arkhivrag

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    Mesh Materializer includes tool for exporting vertex color into texture.
    Menu/Window/Vacuum Shaders/Vertex Color Exporter.
    VCE_Window.png



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    Last edited: Mar 2, 2020
  28. ZJP

    ZJP

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    This option does it available for 'Per-Vertex Ambient Occlusion and Indirect Lighting Generator' ?.
     
  29. Arkhivrag

    Arkhivrag

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    Vertex Color Exporter is available only in Mesh Materializer.



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    Last edited: Mar 2, 2020
  30. ZJP

    ZJP

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    Thanks. :(
     
  31. Codetrix

    Codetrix

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  32. Arkhivrag

    Arkhivrag

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    You can not reduce or increase triangle count of the mesh, it is out of scope of this tool.



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    Last edited: Mar 2, 2020
  33. Ithkul

    Ithkul

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    Any chance it will work for Unity 4.6? I'm willing to be your labrat. But if you are 100% sure it will not work, I'll look elsewhere.
     
  34. Arkhivrag

    Arkhivrag

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    Only for Unity 5.3 and 5.4



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    Last edited: Mar 2, 2020
  35. Ithkul

    Ithkul

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    Thanks for the quick answer. I might go so far as to try to upgrade my old project just to use your tool. :)
     
  36. I have a couple questions regarding this asset -
    Let's say i have this model from the AS
    https://www.assetstore.unity3d.com/en/#!/content/14233

    Can i convert it to a Low Poly Mesh using your package?

    And can it be exported to a 3D model file (fbx, obj, dae)?

    If it can't, is it possible to acess the classes like Mesh lowPoly = Converter.ConvertToLowPoly(original); to allow for obj exporting?
     
  37. Arkhivrag

    Arkhivrag

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    Triangle count will not be reduced. 'Low Poly' effect is achieved by baking texture color inside mesh vertex color and flattening face normal.

    There is no FBX or OBJ file exporter.

    Yes.



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    Last edited: Mar 2, 2020
  38. Will there be a performance increased using your package to convert it to low poly rather than using the high-poly mesh itself?
     
  39. Arkhivrag

    Arkhivrag

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    Non of the tools available in the Asset Store for generating faceted style meshes will give you performance increase.
    As written in description mesh triangle count after conversion remains the same, while vertex count may increase.
    If you are targeting device with Geometry Shaders better use DirectX 11 Low Poly shader.



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    Last edited: Mar 2, 2020
  40. It's a pitty then - apparently there is no tool to do what i was looking. Thanks for the quick replies.
     
  41. Arkhivrag

    Arkhivrag

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    Last edited: Mar 2, 2020
  42. ApexofReality

    ApexofReality

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    Can you convert some of the weapons for us to see im getting very intrested.
     
  43. Arkhivrag

    Arkhivrag

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    Send mesh or AS link.



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    Last edited: Mar 2, 2020
  44. ApexofReality

    ApexofReality

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  45. Arkhivrag

    Arkhivrag

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    Last edited: Mar 2, 2020
  46. ApexofReality

    ApexofReality

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  47. Arkhivrag

    Arkhivrag

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    Triangle count will not change, just texture baked inside mesh vertex color.



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    Last edited: Mar 2, 2020
  48. coverpage

    coverpage

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    Are there more optimization options if I upgrade to mesh materializer. This asset is wonderful btw.
     
  49. Arkhivrag

    Arkhivrag

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    The only additional mesh optimization feature in the Mesh Materializer is an option to exclude some of the unnecessary per-vertex data (like UVs, Normals, Tangents, Skin info) from the mesh, that reduces file size.

    For other tools included in the Mesh Materializer and how they work check tutorial videos here.



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