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

  1. JohnnyFactor

    JohnnyFactor

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    I would like to convert a MapMagic terrain to mesh at runtime from C# (it's a normal Unity terrain) and access the resulting mesh from C#. Is this possible?
     
  2. Arkhivrag

    Arkhivrag

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    Yes.



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  3. JohnnyFactor

    JohnnyFactor

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    Terrain to Mesh: "Mesh vertex count exceeded."

    Is this not generated with a 32-bit index? The obj export doesn't have this limit.
     
  4. JohnnyFactor

    JohnnyFactor

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    Another question: I want to write generated ambient occlusion into PNG, not vertex color. Is there API access for Vertex Color Exporter, or maybe another way?
     
  5. Arkhivrag

    Arkhivrag

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    OBJ exporter as no limits.
    You can get this error only if exporting terrain into Unity mesh file format.

    Vertex Color Exporter is editor tool only, it has no run-time API.

    32 bit index meshes and run-time Vertex Color Exporter tool are bookmarked for the future update.



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  6. JohnnyFactor

    JohnnyFactor

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    Any chance of supporting 16-bit PNG for Heightmap Export in the future?
     
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  7. michael-y

    michael-y

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    TypeLoadException: Could not resolve type with token 010000a8 (from typeref, class/assembly UnityEngine.Rendering.RenderPipelineAsset, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)

    UnityEditor.EditorWindow:GetWindow()

    VacuumShaders.MeshMaterializer.MM_EditorWindow:ShowWindow()



    Can't get this asset work on 2018.4.23 .. Did someone encounter this error ?
     
  8. Arkhivrag

    Arkhivrag

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    It may be due to using Unity 2019.x version of the asset in Unity 2018.x
    Solution: Completely remove asset from the package, clear Asset Store cache folder and re-download asset from the store using Unity 2018.x.
    There are several versions of the asset on the store and which one will be downloaded depends on used Unity editor version.



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  9. nobluff67

    nobluff67

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    Have you come across a "Bones do not match bindpose" error? I get this when I follow your video, AND using y bot from Mixamo. I do not get the error when I use another character, e.g. Remy. I can not see a difference between the two models, so wondering if you have any ideas.

    I am also confused about decimation, is that not the same as your optimization option?

     
    Last edited: Jul 29, 2020
  10. Arkhivrag

    Arkhivrag

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    Confirm bug with Mixamo meshes. Just discovered it too.
    As for Optimizer, it reduces generated mesh file size by decreasing saved data precision, or excluding some vertex data from meshes (tangents, uv3, uv4, etc). Vertex decimation tools however reduce mesh vertex count and triangle count.



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  11. nobluff67

    nobluff67

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    Thanks for the update. Are you looking into bug or is there a work around?
     
  12. Arkhivrag

    Arkhivrag

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    Problem appeared to be with mesh index format. Mesh Materializer currently supports only 16 bit indexes and if you create "low poly" style meshes it will fail if total vertex count for resultant mesh exceeds 65.000.
    For common meshes there is no such problem as Mesh Materializer automatically splits them, but skinned meshes can not be split as bones data is lost.

    There is a very big planed update for Mesh Materializer in September and it will support 32bit meshes with 4 billion vertices.
    Currently there is no solution for skinned meshes to have "low poly" style with vertices more than 65.000 (BTW at such high resolution "low poly" style even will not be noticeable o_O).



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  13. RShiftStudios

    RShiftStudios

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    Hey, Does Mesh Materializer, Terrain to mesh, works with srp?
     
  14. Arkhivrag

    Arkhivrag

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    SRP needs this plugin.



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  15. RShiftStudios

    RShiftStudios

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    Hey just bought both of the assets and installed, maybe I missed something but when I try to extract splat maps too, the tool tells me that LWRP plugin is missing, what should I Do? upload_2020-7-30_19-1-34.png
     
  16. Arkhivrag

    Arkhivrag

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    What Unity version do you use, and render pipeline?
    Note, SRP package is required only for materials using SplatMaps, those are Terrain To Mesh shaders.
    Basemap and Heightmap exporting does not need any shaders.
    Nothing in Mesh Materializer asset needs any additional package purchase, only Terrain To Mesh shaders using Splatmaps.



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    Last edited: Jul 30, 2020
  17. RShiftStudios

    RShiftStudios

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    I use unity 2020.1.0f1
    URP 8.2.0
     
  18. Arkhivrag

    Arkhivrag

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    Found it. Fixing.

    [EDIT]
    Fixed it. Download update v2020.2 from the Asset Store.



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    Last edited: Jul 30, 2020
  19. RShiftStudios

    RShiftStudios

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    Excellent work! thank you so much for the super fast response!!
     
  20. bitinn

    bitinn

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    A question: does this tool support combine mesh and also keep all existing materials?

    ie., make them submesh / material id?

    (I have disabled force one sub material + enabled combine meshes, but the result mesh doesn't seem to contain submesh, so only one material left.)

    (Also I use Ambient Occlusion baking in Raycast mode, which means to get the best AO I want a combined mesh with multiple submesh; if I leave combine meshes unchecked, the AO are less accurate; I know Occlusion Render can handle multiple meshes, but I prefer the Raycast result.)
     
    Last edited: Aug 8, 2020
  21. Arkhivrag

    Arkhivrag

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    Generated meshes can have submesh, editor tool just creates one material asset for all meshes. You can assign additional materials later.

    As for Ambient Occlusion Generator, can I see screenshots for problematic mesh with enabled submesh and without it?
    Enabled submesh options should not effect the result.



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  22. samueljonasson

    samueljonasson

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    Does this work in projects using URP? And does it work on Oculus Quest?
     
  23. Arkhivrag

    Arkhivrag

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    Asset is not updated for URP and some features may not work.
    If using in editor, you can just temporarily switch project to built-in render pipeline, use Mesh Materialize for generating required meshes and switch back to URP. Resultant mesh will work on any device and in all render pipelines.



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  24. jflejmer

    jflejmer

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    Do you plan updating for URP?
     
  25. Arkhivrag

    Arkhivrag

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    Yes. But update will be available somewhere after January, as first I have to update plugins separately included in this package.



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  26. JuanJSAR

    JuanJSAR

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    I am really very interested in this asset I wish I had been on a discount on Black Friday,
    I love your Assets, I have several and they work perfectly.
     
  27. r137

    r137

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    Hi, Is dotnet 3.5 runtime supported? I am stuck with 2018.4 LTS and dotnet 3.5 without c# 4 support. Can I run this asset?
     
  28. ge01f

    ge01f

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    Hey, @Arkhivrag

    Im getting the "Bones do not match bindpose." and it may be as you said above as they are very large models.

    Also going for low poly look. Mostly its to reduce high quality textures into low poly looking textures, which is the main goal. Just bumping this issue. :)

    Im running 2020.2 on 2019.4.9f1. Is there another version coming with this fix, or is it unrelated to the 64k max, as you added that already? I dont see release notes on it.

    Thanks!
     
  29. Arkhivrag

    Arkhivrag

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    Yes, it supports .NET Framework 3.5


    Currently max supported vertex count is 21.000.
    Update for 32 bit index meshes with 4 billion vertices will be released somewhere after January. At first I have to update each plugin separately included in Mesh Materialize.



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  30. marcos

    marcos

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    Is there any way to export a texture at runtime of vertex colour AO?

    Bought this asset when it said all functions were available at runtime and in editor, but I can’t seem to find a way to do this.
     
  31. Arkhivrag

    Arkhivrag

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    Texture baker works only in editor.
    Runtime exporter bookmarked for the future update.



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  32. Drakkhis1977

    Drakkhis1977

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    I am trying to put together a Project using Digger, and was wondering if it is Possible to convert a piece of terrain to Mesh at runtime, only If it gets separated from all other Terrain? (and thus having physics applied to it)
     
  33. Arkhivrag

    Arkhivrag

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    Unity terrain can be converted into a mesh in run-time and be separated from other terrains.
    Converted mesh can use physics using common mesh collider.
    Converted mesh will not have holes.

    I'd suggest to wait for the new Terrain To Mesh 2021 (releasing in May) with many new features and improvements.



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  34. kbm

    kbm

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    Hi @Arkhivrag

    will you update the Mesh Materializer asset to also use the latest Terrain To Mesh version?
    I really urgently need the new functionality to export grass/details and only bought the Mesh Materializer asset.
     
  35. Arkhivrag

    Arkhivrag

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  36. kbm

    kbm

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    @Arkhivrag That sounds great! Is there any way you could send me a version of Terrain to Mesh 2021 for now?
    We urgently need to try to optimize our grass/details and are very close to shipping our game on consoles (in the next 1-2 months), it would be very much appreciated!

    I can, of course, send you my invoice number from Mesh Materializer via Email or DM.
     
    Last edited: May 28, 2021
  37. Arkhivrag

    Arkhivrag

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    New Mesh Materializer will payed upgrade as it is complete new asset (name also will be changed).



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    Last edited: Jun 12, 2021
  38. Arkhivrag

    Arkhivrag

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    Mesh Materializer has been deprecated. Instead of it on the 5th of October will released new asset bundle that will contain assets listed below:

    1) Terrain To Mesh
    2) Lowpoly Mesh Generator
    3) Vertex Ambient Occlusion Generator
    4) Vertex Thickness Generator
    5) Convert Vertex Color To Texture
    6) Bake Texture To Mesh (coming soon)
    7) Vertex Color Adjustments (coming soon)
    8) ... may include some new assets released in future.

    For the owners of the current Mesh Materializer, price for the new asset bundle will be 50$ off.



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    Last edited: Sep 10, 2021
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  39. twobob

    twobob

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    But I can still download an older copy from there? or removed like removed totally?
     
  40. Arkhivrag

    Arkhivrag

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    Yes, you can download it from your account.



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  41. twobob

    twobob

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    eh then thats cool.
     
  42. Arkhivrag

    Arkhivrag

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  43. firstuser

    firstuser

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    Thanks for this, will it expire at any point? Wondering if there is a rush to purchase right now.
     
  44. Arkhivrag

    Arkhivrag

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    No expiration time. Upgrade any time you want.



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