【更新】Cloth Dynamics 2.0.7布料模拟物理系统
Cloth Dynamics is a fast and advanced particle-based physics system mostly running on the GPU with compute shaders.
Some parts of the C# source code depend on Unity's Burst and Shader Graph packages.
Features:
- One of the fastest GPU based cloth simulations.
- Unified solution for character clothing.
- GPU Skinning (with Unity Standard- or Dual Quaternion Skinning)
- Cloth interaction with unity colliders based on SDF calculations.
- Quicker loading times with pre-cached data.
- Per cloth adjustable solver data.
- Simple LOD system to fade between skinned mesh and cloth sim.
- Cloth proxies: drive high resolution meshes using low-res simulations.
- Independent compression, stretch and bend constraints.
- Cloth can collide with itself and other cloth pieces.
- Supports all standard Unity colliders plus stretched spheres and round cones.
- Automatic camera culling.
- Mesh collision with a point-to-point system (using vertices or triangles).
- Mobile support (only primitive collisions e.g. spheres, cubes,... ).
- Full C# source code included, compute shaders of V2 are pre-compiled.
- No WebGL Support!
Easy-to-use integrated editor tools:
- Automatic character setup for bone-driven colliders.
- Fast Vertex painter and vertex color transfers.
- Garment tool to create cloth in Unity.
Cloth Dynamics是一个快速而先进的基于粒子的物理系统,主要运行在带有计算着色器的GPU上。
C#源代码的某些部分依赖于Unity的Burst和Shader Graph包。
特点:
- 最快的基于GPU的布料模拟之一。
- 角色服装的统一解决方案。
- GPU换肤(使用Unity标准或双四元数换肤)。
- 基于SDF计算的布与unity碰撞器的交互。
- 使用预缓存数据的快速加载时间。
- 每块布都可以调整解算器数据。
- 简单的LOD系统,在蒙皮网格和布匹模拟之间进行淡化。
- 布料代理:使用低分辨率的模拟驱动高分辨率的网格。
- 独立的压缩、拉伸和弯曲约束。
- 布片可以与自己和其他布片碰撞。
- 支持所有标准的Unity碰撞器以及拉伸球体和圆锥体。
- 自动的相机剔除。
- 用点对点系统进行网格碰撞(使用顶点或三角形)。
- 支持移动(只有原始碰撞,例如球体、立方体......)。
- 包含完整的C#源代码,V2的计算着色器已经预编译。
- 不支持WebGL!
易于使用的集成编辑器工具:
- 为骨骼驱动的碰撞器自动设置角色。
- 快速的顶点绘制器和顶点颜色转移。
- 在Unity中创建布料的服装工具。
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