【更新】Polygon Material Painter - Sub-Mesh Editor 1.3.0
本帖最后由 微笑的猫 于 2024-9-23 15:10 编辑Polygon Material Painter - Sub-Mesh Editor 系列索引
Polygon Material Painter - Sub-Mesh Editor 1.4.0下载链接
Polygon Material Painter - Sub-Mesh Editor 1.5.0下载链接
Create new sub meshes inside Unity for any model. Assign your materials with ease.
Super easy to use.
Draw on the mesh and then pick a material. Done.
None-Destructive workflow
Automatically generates a new mesh asset (.asset file). Your original asset remains the same.
Skinned Mesh Support
Keeps all your bone weights and animations intact.
Please notice that the .obj file format does not support bones or animation. Thus that information can not be exported as obj.
Brush for high-poly meshes
Though you should keep it under a hundred thousand triangles for best performance.
Undo/Redo for selections
.OBJ Export
In case you need to pass your new mesh around.
Full Source Code included!
I publish this asset with full source code because as a developer I know how annoying it is to not have source code access. If you like it then please remind others to purchase the plugin. Don't just copy and paste it everywhere.
Supports Unity 2020, 2021, 2022, ... LTS
This is NOT a runtime system. It is EDITOR only.
Usage
1) Open the tool via Tools > Polygon Material Painter > Start (or via the Tools bar).
2) Select the object you want to paint on.
3) Pick the triangles.
4) Hit the "Assign" button.
5) Done, you will now have a new .asset with the materials and sub-meshes.
HINT 1:
Select one single triangle and then hit the "Select Linked" button. It may already select everything you need.
HINT 2:
If you press S while selecting you can trigger "Select Linked". And if you press SHIFT + S you can deselect-linked.
HINT 3:
Reduce the brush size to 0 to select only one triangle at a time. Use SHIFT + MOUSE WHEEL to change the brush size.
HINT 4:
Hit the "Assign" button again on any materials to re-use your last selection.
HINT 5:
Hit Escape twice to quickly exit the tool.
Btw.: All the options have tooltips.
Caveats (please read this)
While the tools does not place any limit on how many different sub meshes you can create it is bad practice to use too many of them. Each new material assigned will come at a performance cost and thus slows down your game. That’s a general limitation of how these render systems work and has nothing to do with the tool itself.
The tool makes it easy to draw a LOT of new sub meshes quickly. Just keep that in mind please.
HINT: Consider using a shader based approach if you need a lot of different textures on a single mesh.
HINT: You should keep the „Merge same materials“ option turned on to merge areas which use the same material. Only turn it off if really necessary.
This is NOT a runtime system. It is EDITOR only.
在 Unity 中为任何模型创建新的子网格。轻松分配材质
使用超级简单。
在网格上绘图,然后选择一种材质。完成。
非破坏性工作流程
自动生成新的网格资产(.asset 文件)。原始资产保持不变。
支持蒙皮网格
保留所有骨骼权重和动画。
请注意,.obj 文件格式不支持骨骼或动画。因此,这些信息无法以 obj 格式导出。
高聚物网格刷
请注意,.obj 文件格式不支持骨骼或动画,因此无法以 obj 格式导出这些信息。
用于选择的撤销/重做
.OBJ 导出
以防万一您需要将新网格传到其他地方。
包含完整源代码!
作为一名开发人员,我深知没有源代码访问权限是多么恼人的一件事。如果您喜欢,请提醒其他人购买该插件。不要随处复制粘贴。
支持 Unity 2020、2021、2022、... LTS
这不是一个运行时系统。它只是一个编辑器。
使用方法
1) 通过 "工具">"多边形材质绘制器">"开始"(或通过 "工具 "栏)打开工具。
2) 选择要绘制的对象。
3) 选取三角形。
4) 点击 "指定 "按钮。
5) 完成后,您将得到一个包含材质和子材质的新 .asset。
提示 1:
选择一个三角形,然后点击 "选择链接 "按钮。它可能已经选择了您需要的所有内容。
提示 2:
如果在选择时按 S 键,可以触发 "选择链接"。如果按 SHIFT + S,则可以取消选择链接。
提示 3:
将画笔大小减小到 0,一次只选择一个三角形。使用 SHIFT + 鼠标滚轮更改画笔大小。
提示 4:
在任何材质上再次点击 "分配 "按钮,重新使用上次选择的内容。
提示 5:
点击两次 Escape 可快速退出工具。
注意 所有选项都有工具提示。
注意事项(请阅读)
虽然该工具没有限制您可以创建多少个不同的子网格,但使用过多的子网格是不好的做法。每分配一种新材料都会产生性能代价,从而降低游戏速度。这是这些渲染系统工作的一般限制,与工具本身无关。
该工具可以轻松快速地绘制大量新的子网格。请记住这一点。
提示:如果需要在单个网格上绘制大量不同的纹理,请考虑使用基于着色器的方法。
提示:应始终打开 "合并相同材质 "选项,以合并使用相同材质的区域。只有在必要时才将其关闭。
这不是一个运行系统。仅供编辑使用。
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