Ninja Camp, Март 24, 2011
Joe Robins spent a few minutes checking out the coolness Shawn and Jens have been busy with over the last few days. Vertex Color Painting!
When this tool is going to release ?
some valid concerns but yeah, still this is pretty awesome.
So, what happens when you edit the mesh in the modeling app, after you’ve edited vert colors on its instances in Unity?
And what about hard edges / edge masking? I assume that’s not part of this, if you’re working with instanced mesh data, but if you are, then that editing thing is going to cause a problem. I’m very confused about how you could implement this into the FBX workflow.
nice, looks like my thing but only on vertex colors :) mine is using a other texture for the blend :)
Wow! That looks pretty awesome!
I love our engineers… as usual you guys rock by making cool sh*t.
That’s funny, I worked on a similar thing two months ago for our shaders for BLASTER, a game we’re still developping. http://vimeo.com/21481869
Take a look a it and tell us what you think !
Next Goal: Paint directly on lightmaps!
looks perfect and very useful. Visuals will be far more enhanced due to this.
Just great !
@Amo Although a very impressive looking tool. That is very different that vertex color painting. That tool is painting onto texture maps and using those textures for blending, much like the built-in terrain works now with splatmaps.
However, vertex painting has indeed already been done by the community: http://forum.unity3d.com/threads/59599-Vertex-Painter
But, there is a difference between having a community maintained editor script and having a native feature officially supported directly in Unity.
Pixelstudio already made something like this for free…
We really could use this on our current project.. When do you anticipate this feature being added to Unity3d? Thanks!
@Aras: Ahhh, yes, I knew that. Not sure what I was thinking of, maybe instancing. Thanks for clearing that up for me. This will be a very nice addition, can’t wait to play with it.
@Niosop: they can be both statically & dynamically batched. Both types of batching produce a larger vertex buffer from the input meshes (so various different vertex buffers can come in). The key is that material, lighting and any other shader parameters are the same — but mesh data can vary.
Are you sure it will be batched? You’re modifying the mesh data, can it batch with different vertex colors? I thought only the transform (position, scale, rotation) could be changed and still be able to batch.
Yes, I’ll take one to go please. Thanks.
@ first I said paining red and green, so I wanted to close the video.But then, I was astonished and dazzled with how easy and effective way it is.
Thank you very much :)
vertex animation next perhaps?
This will make a HUGE difference in improving visual quality while at the same time not killing performance. So sweet! Really impressed with what you guys have managed to grind out so far — and looking forward to whatever new candy you can give us :) Kudos to Unity for giving the developers the latitude and time to make this stuff happen!
Great! I want it :)
dude, this is just epic awesome™ :)
an combine that with Beast vertex baking… powerful
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