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► Mesh Materializer ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Jan 27, 2015.

  1. Hivemind9000

    Hivemind9000

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    Ok. Thanks for your quick replies. I guess I can write my own version of the texture baker tool (or copy/modify yours?) to export multiple textures using submeshes (via Mesh.GetTriangles). I would simply add a numerical suffix to the texture name based on the sub-mesh index (e.g. texture001.jpg, texture002.jpg etc). Would that be the approach you would suggest?


    Also, with the texture baker tool, can I specify the texture resolution?
     
    Last edited: Dec 5, 2018
  2. Arkhivrag

    Arkhivrag

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    You can not modify source code, it is packed in dll.
    Contact me using vacuumshaders@gmail.com



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  3. OyvindE

    OyvindE

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    EDIT: Fixed by updating asset from asset store

    Hi.
    When trying to convert terrain to mesh after updating to Unity 2018.3.0f2 I get this error:

    Editor error : (
    UnityEngine.Object UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(UnityEngine.Object)
     

    Attached Files:

    Last edited: Jan 9, 2019
  4. Arkhivrag

    Arkhivrag

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    You are using Unity 2018.2 version of the asset.
    Remove it from the project and re-download asset from the store using Unity 2018.3



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  5. HonKasumi

    HonKasumi

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  6. Arkhivrag

    Arkhivrag

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  7. Jeff_CoderDads

    Jeff_CoderDads

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    Just a quick question, I just recently picked up Mesh Materializer and found that my terrain conversions at runtime are no longer working correctly once I turned on the Lightweight Render Pipeline.

    Is this asset https://assetstore.unity.com/packag...in-to-mesh-lightweight-render-pipeline-129398
    what I need to get that working?

    The symptoms are that after converting the root terrain material to a Lightweight Render Pipline/Terrain/Lit shader the low poly mesh created is all pink. What I wasn't sure of if it was the rendering of the mesh or it's color picking for the generation that was the cause.

    Thanks!
     
  8. Arkhivrag

    Arkhivrag

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    If in "the low poly mesh created" you mean baking texture into mesh vertex, then you do not need above asset. Package already includes shader for rendering mesh with per-vertex color.
    If you convert terrain into a mesh and need T2M shader (multi texture rendering with Paint and SplatMaps usage) then - Yes, you need https://assetstore.unity.com/packag...in-to-mesh-lightweight-render-pipeline-129398 asset.



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  9. HonKasumi

    HonKasumi

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    can i paint on the terrain after it got lowpoly?
     
  10. Arkhivrag

    Arkhivrag

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    After conversion you will end up with Unity mesh.
    You will need some other external tool to paint on Unity mesh.




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  11. ParadoxSolutionsSoftworks

    ParadoxSolutionsSoftworks

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  12. HonKasumi

    HonKasumi

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  13. CosmosBear

    CosmosBear

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    Hi,
    I bought Encode Pro so I could export Splatmap in tga files but I still don't get the option. I can do everything else with Encode pro (batch converting and single texture encode to tga).
    I'm on unity 2019.1 b09
     
  14. Arkhivrag

    Arkhivrag

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    Just released new update.



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  15. CosmosBear

    CosmosBear

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    It's working now,
    thanks.
     
  16. HonKasumi

    HonKasumi

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    could you plss show me that, thats the only thing im intresting in, i only need to make the terrain to low poly and increse the polygons
     
  17. Arkhivrag

    Arkhivrag

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    Explained in this video tutorial:




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    lightwaterjohn likes this.
  18. fherbst

    fherbst

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    Is there a way to add custom Vertex Color Adjustment tools?
    I'd like to do some very project-specific stuff (in this case, bake color.r into uv0.z and bake mesh index into uv0.w) after running some vertex color baking.
     
  19. Arkhivrag

    Arkhivrag

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    No, it is not possible. You have to write custom script for that.



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  20. Zeporian

    Zeporian

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    Hey,
    great Tool so far.

    I just got one question about Mesh Combine. Normal vertex count for a single mesh is about Int16/65.000.
    However, it's still possible to change the IndexFormat up to Int32 and 4 billion vertices by code easily. Even if it's not recommended on all platforms, I would really profit from that change, because I'am working with semi-optimized CAD-meshes..

    Could you include such an extra option for that in the future?
     
  21. Arkhivrag

    Arkhivrag

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    Added to a wish-list.



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  22. Barritico

    Barritico

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    Hi.

    I've always had a doubt and what better place than this forum to solve it.

    What is the difference between a Terrain and a Mesh?

    I mean in terms of advantages and disadvantages.

    If you are going to improve my performance (PC games), I would value your purchase. But I do not have clear the advantages.

    Sorry for my ignorance about it.

    Thank you.
     
  23. zoltanBorbas

    zoltanBorbas

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    Hello there!

    I am trying to combine multiple meshes, where some of them has different materials on them, and i end up with a combined mesh but only one material. :( The original mesh was exported from probuilder which creates a separate meshes for each material upon export :( hence why i am using your mesh materializer asset to combine them into a static mesh, but i hoped that the new mesh would have multiple materials on it.

    Any chance that i am just missing a thick box or something that would create one mesh with multiple materials?

    Thanks You!
     
  24. Arkhivrag

    Arkhivrag

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    There are a lot of the discussions about Unity Terrains vs mesh, both have advantages and disadvantageous.
    It is all about what you need. Check posts here on forum or Google.


    The idea of mesh merging is minimizing draw calls, one mesh - one martial - one draw call.
    If using one mesh with 100 materials you still will have 100 draw calls.



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    Last edited: May 13, 2019
  25. Barritico

    Barritico

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    Yes. I have read everything.
    Thanks for your input.
     
  26. MegaCo

    MegaCo

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    Hello, love the asset, I'm trying to combine alot of cubes in my scene which all have there own texture and mat's, but when I try to combine them it doesn't seem to generate the textures it appears white.
     
  27. Arkhivrag

    Arkhivrag

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    Do you bake anything? Texture, Color, AO?
    If no, then default mesh vertex color is white.



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  28. MegaCo

    MegaCo

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    Yes iv enabled the Mesh Texture, ao, and the lighting.
     
  29. Arkhivrag

    Arkhivrag

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    Just to make sure that problems are not at the plugins side, package includes 6. Runtime (mesh combine) example scene. Do meshes combine there and colors get baked when running the scene?



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  30. MegaCo

    MegaCo

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    Yes, the Texture #1 has different options. does the shader have to be legacy diffuse?
     
  31. Arkhivrag

    Arkhivrag

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    Mesh Materializer bakes data inside mesh vertex color. You can use any shader (included or custom) that supports vertex color.
    If example scene works correctly, problem may be at your side - you are doing something incorrectly:
    Make sure texture you are trying to bake is assigned to the mesh material.
    Note: data is calculated and baked per-vertex, if texture pixel color at mesh vertex UV position is 'white', you end up with completely 'white' mesh.
    Also pay attention to the Console window, Mesh Materializer prints detail info there if something goes wrong.
    As using this forum I can not clearly understand what may be problem, send me detail info to vacuumshaders@gmail.com.



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  32. MegaCo

    MegaCo

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    Ok I have emailed :)
     
  33. wechat_os_Qy0x0jQTqfX92xnxoRn9ZHsxQ

    wechat_os_Qy0x0jQTqfX92xnxoRn9ZHsxQ

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    same problem in 2018.4.1
     
  34. Arkhivrag

    Arkhivrag

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    Download new version (v2019.4)



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