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[RELEASED] WORN EDGES - Generates a worn look for your props

Discussion in 'Assets and Asset Store' started by Steven-1, Oct 9, 2013.

  1. SpaceRay

    SpaceRay

    Joined:
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    375
    USE THIS VERY GOOD TOOL ALSO FOR MAKING GLOW MAPS

    Hello, I know that this tool is mainly for making worn edges and worn textures, and it does this really very well as I have put in the quote below,

    But also you can make separated maps individually, so you could render a Sharpness map, so I have found an alternative and different use for this tool that makes vey good and well do e sharpness maps, and is to use these maps as a glow map for the available glow shaders in unity, I have tested it myself and works very well

    Worn_Edges_with Sharpness_Map_using_MK_Glow_512.jpg

    Here is an example of how is used and the results you can get using the free MK Glow available on Asset store and using the demo material included MKDemoMat2 with the Worn Edges Sharpness map as glow map. See below at end for a bigger image

    UV MUST NOT HAVE OVERLAPPING TRIANGLES?

    I want to prepare in the best possible way, the 3D model for making only the Sharpness map with this tool, but really do not understand this you have put

    The bold part is what I do not understand, sorry that I am a noob in UV and have very little knowledge about UV maps

    What does it mean that it can not have overlapping triangles?

    Tiling textures is the same as overlapping triangles, if these triangles use the same texture pixels?

    How must be then the UV map to be used with this tool?

    Thanks very much for any help[
     

    Attached Files:

    Last edited: Sep 7, 2015
  2. Steven-1

    Steven-1

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    Sep 11, 2010
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    ah, ok, let's see if I can explain it better;

    Each vertex has UV-coordinates , they define how textures are mapped on the mesh.
    So for each triangle in the mesh, there is also a triangle in the UV-layout, which defines what part of the texture is used by that triangle.

    Capture.PNG Capture2.PNG

    This means that if 2 triangles overlap in UV-space, they will use the same part of the texture.

    overlap.PNG

    So what I was saying was basically just that triangles should not overlap if the generated map(s) would provide a different result for both triangles.

    Now about uv's outside of 01-range. This means that the uv-coo lies outside the texture. Generally (when Texture Wrap mode is set to Repeat), the texture will repeat outside this range. That way triangles can still use the same part of the texture, without the triangles actually "physically" overlapping in the UV-layout.

    outside.PNG

    Tiling textures will basically scale the UV-coo, generally causing uv-coo to go outside the 01-range.

    It all basically always comes down to this: Different triangles should not use the same part of the texture, unless you are certain the generated result would be (more or less) identical for these triangles.
    But other than that there are no other consequences or anything about having overlapping triangles (in case you were wondering), if you are happy with the generated maps then everything's fine.

    I hope this helps,
    I know I'm not the best at explaining things :s

    If anything is still unclear, don't hesitate to ask.
     
  3. Steven-1

    Steven-1

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    Worn Edges will be the 24Hour Deal on Thursday September 17, 2015
    40% off!
    https://www.assetstore.unity3d.com/en/#!/content/10674
    As far as I can tell, it should start at 2 pm UTC on the 17th, and end the next day on 2 pm UTC. (But I would advice to check the store to be sure)
     
    10FingerArmy likes this.
  4. eridani

    eridani

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    Aug 30, 2012
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    655
    I notice one review from a few months ago says that this tool is too slow to be practical to use with many objects.... has anything been done to address the performance since that time? Thank you!
     
  5. ZenMicro

    ZenMicro

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    Aug 9, 2015
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    206
    Ah bugger.. I missed the sale, I was checking it out and added it to my possible list and now i realize it's the best bet i have at aging a vehicle that was created for me that does not have texturing, just a material which i can change the color of easily, but it is so shiny and new it's unrealistic for my purposes... this would take care of that if i'm not mistaken.

    It does work on an untextured mesh right?
    Does it now also do bump mapping?
    And what about an effect like mud splattered along the side of the vehicle? maybe that would require a decal application instead, just wondering, if it also supported decals that could be baked, that would be awesome :)
     
    Last edited: Sep 20, 2015
  6. Steven-1

    Steven-1

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    Hi guys, sorry for my late reply, I was away on holiday.

    Rendering to giant textures can take some time (depending on the map type), and 4096x4096 really is huge, but IMo it still saves a lot of time over doing it manually.
    But no, performance hasn't been improved since then. I would if I knew how to.
    You should just try to not rerender maps unnecessary, you can easily save and reuse generated maps in it, so its best to do that. When I use Worn edges for an object, I initially create a couple of maps, but after that I generally experiment with how I combine them, without letting it generate the maps again.

    It does work on untextured meshes, just make sure it's unwrapped. (or use the lightmap uvs)
    No, no bump mapping.
    You can create mud splatter using Worn Edges (using the noise, angle falloff, distance, and/or other maps), but there's no decal system.
     
    eridani likes this.
  7. SilverStorm

    SilverStorm

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    For me one way around the loading times would be to test render at lower resolutions.
     
  8. TooManySugar

    TooManySugar

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    this looks too awesome. Thanks for supporting 4.x platform. Jumped to nº1 on my priority list. I'll be using these to wear military equipment such as tanks.
     
  9. Barliesque

    Barliesque

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    Jan 12, 2014
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    Hi, I'm just getting started with WornEdges and having a little problem. The mesh in question has subtle bevels on its sharp edges. I need WornEdges to apply its effects to those beveled edges, as if all the sharp edges were worn away. Instead it sees the edges on either side of the bevel surfaces as the place to effect--causing a sort of misplaced double-edge issue. So I wondered if there's a tolerance setting of some kind that might help?
     
  10. melonhead

    melonhead

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    been a while since i used it but i am sure i remember that there is an angle setting somewhere
     
  11. Steven-1

    Steven-1

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    Hi Barliesque,
    I'm not sure I understand the situation correctly, could you provide a screenshot to illustrate the issue?
     
  12. Barliesque

    Barliesque

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    Here's the mesh with a plain shader so you can see what's going on in the geometry; the Sharpness Map is where I end up with the double-edge problem.


    I've fiddled with the settings and got better results than this, but always there's a concentration along the outside of the bevel, rather than *on* the bevel where I really want it to land.
     
  13. Steven-1

    Steven-1

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    Huh, that does look strange, I don't immediately see any reason why it does that.
    I'll try to reproduce this and see what can be done about it. (Don't have much time now, but I'll heck it out in a couple of hours)
     
  14. Steven-1

    Steven-1

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    Can't seem to reproduce it.
    no mater what the settings are.
    test1.PNG
    test2.PNG

    Is that part of the texture maybe used by an other part of the mesh as well?
     
  15. Steven-1

    Steven-1

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    Oh wait, I think I got it:
    test3.PNG

    I increased the Ray Bias,
    is that what you did?

    In general you shouldn't change the ray bias, it really needs to be rather small (but still bigger than zero), it's kinda like the shadow bias for directional lights in Unity: you want it to be as small as possible without giving any strange artifacts.

    I would have hidden that parameter if it wasn't for the fact that in some strange situations you might need to have to alter it.

    In retrospect I guess I should have hidden it behind an "advanced" flag or something.

    I hope that solves it.
    Let me know if it does (or doesn't), or if there are any more issues.
     
  16. Barliesque

    Barliesque

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    I think that's probably it. Thank you! -- I'll check it out later this evening and let you know how it goes.

    Maybe, rather than hiding the parameter, you might use a slider to keep it within a valid range. Actually, that could be a good choice for other parameters as well.
     
  17. Barliesque

    Barliesque

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    ...and to confirm, yes that was definitely the issue. Weirdly, I can't see any difference at all using values anywhere from 0.001 to 1e-32 ...so I'm not sure what values would be worth putting into a slider.

    Anyway, thank you very much for your assistance, and for this excellent tool!
     
  18. kilik128

    kilik128

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    big up
    any know if shader can do this trick
    thank's!
     
  19. Steven-1

    Steven-1

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    Hi kilik128, what exactly are you asking?
     
  20. kilik128

    kilik128

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    just for know if edge can be done by shader or substance maybie for dynamics real time rendering

    thank's for this tool is amazing ! genuis stuff