脚本/功能 【更新】MudBun Volumetric VFX & Modeling 1.4.37体积化网格工具

Unity插件信息
插件名称: MudBun Volumetric VFX & Modeling
插件官网: https://assetstore.unity.com/packages/tools/particles-effects/mudbun-volumetric-vfx-modeling-177891
版本: 1.4.37
解压密码:
素材类型: 脚本/功能
本帖最后由 微笑的猫 于 2024-10-16 09:30 编辑


MudBun:Volumetric 系列索引:

MudBun:Volumetric VFX Mesh Tool 1.1.26  下载链接
MudBun:Volumetric VFX & Modeling 1.4.34  下载链接
MudBun Volumetric VFX & Modeling 1.4.36  下载链接
MudBun Volumetric VFX & Modeling 1.4.40  下载链接
MudBun Volumetric VFX & Modeling 1.4.44  下载链接
MudBun Volumetric VFX & Modeling 1.5.47  下载链接



















MudBun is a real-time volumetric VFX mesh tool. It procedurally generates meshes from non-destructive “brushes” that define shapes, distortion, and surface modification. MudBun is intended for localized VFX, but it can also be used for volumetric modeling and provides a convenient auto-rigging feature. Locked meshes, including auto-rigged ones, can be exported using Unity's official FBX exporter package.

There are various render & meshing modes available with different styles & characteristics. Supported meshing modes include: marching cubes (balanced), dual quads (faster & stylized), surface nets (can blend to/from dual quads), and dual contouring (slower, excels at preserving sharp features, can blend to/from dual quads).

MudBun can be used to create organic-looking meshes, which makes it a great combo with Boing Kit, a tool for producing organic bouncy effects.

MudBun is customizable. Users can extend the framework to create custom brush shapes, distortion brushes, modifier brushes, and shaders. It is also possible to define custom rigging logic for the auto-rigging feature.

Using a special data representation, MudBun frees users from worrying about the constraints of a finite voxel grid when working within typical game settings.

Features (details with animations):
- Volumetric mesh generation & modeling.
- Built-in VFX & primitive brushes.
- Distortion & modifier brushes.
- User-defined custom brushes.
- Brush groups (compound brushes).
- Render modes: smooth mesh, flat mesh, circle splats, quad splats, decal, ray-marched surface (experimental & URP only), ray-traced voxels (experimental & URP only).
- Meshing modes: marching cubes, dual quads, surface nets, dual contouring.
- Brush operators: union, subtract, intersect, dye, cull inside, cull outside, no-op.
- Dynamic voxel density.
- 2D Mode.
- Mesh collider generation.
- Mesh locking & auto-rigging.
- Mesh auto-smoothing.
- Automatic vertex welding of generated mesh.
- SDF texture generation (for GPU particle collision).
- Smooth corners for dual contouring.
- Render pipelines supported: built-in RP, URP, HDRP, and custom RP.
- Custom Amplify Shader Editor nodes.
- Borderless voxel workspace.
- GPU memory budgeting & auto adjustment.

Compatibility:
- Unity 2019.4 or newer.
- Windows is the only platform under active development, maintenance, and testing. Non-Windows platforms are not guaranteed to run MudBun and support for them is limited. WebGL is not supported for now due to its lack of compute shader capabilities.
- Meshes locked in Mesh Renderer Mode or exported from MudBun are just standard meshes and can be used without requiring MudBun at run-time, so they should be compatible on all platforms.
- Compute shader support is required.
- It is highly recommended to target hardware with dedicated GPUs, as MudBun uses compute shaders. It is not recommended to target hardware with integrated GPUs, unless MudBun is only used at edit-time to build meshes to be exported or locked at run-time.
- If you are not sure how MudBun runs on your targeted hardware, please try out the trial version first.

Limitations:
- MudBun is intended and optimized for localized real-time volumetric VFX mesh generation with dynamic brushes. Modeling and terrain editing with many brushes are possible but should be kept at a reasonable scale.
- Non-desktop devices (e.g. laptops, tablets, etc.) generally have weaker hardware than desktops and might not be suitable to run MudBun. It's best to try out the trial version on your targeted hardware first.
- MudBun currently does not render in prefab mode. Unity APIs related to prefab mode/stage are still in flux. As a workaround, edit prefab instances in scene view and use the options accessible via the inspector panel to apply overrides.
- Scaling brushes might not work as users would normally expect. Due to the nature of signed distance fields, there is no general solution for non-uniformly scaled shapes. Non-uniform scaling is still possible for some special cases and sometimes through approximation. A brush's local scales are usually not used as typical scales, but are interpreted as shape-specific parameters. For example, local scales are used as actual scales for box brushes, but are used as approximation for sphere brushes, and are interpreted as various dimensions like height & radius for cylinder & torus brushes.

Notice on Importing & Upgrading:
- When upgrading from older versions of MudBun, please DELETE the entire MudBun folder before re-importing from a newer package. File structures might have changed, and directly re-importing a new package on top of an existing one could cause unexpected issues.
- Please don't move MudBun's root folder and leave it as is after importing. Due to certain limitations, some resources are referenced relative to the root asset folder. Moving the MudBun folder around can break the references.


MudBun是一个实时的体积化视觉特效网格工具。它通过非破坏性的 "刷子 "程序化地生成网格,定义形状、变形和表面修改。MudBun打算用于局部视觉特效,但它也可以用于体积建模,并提供了一个方便的自动调整功能。锁定的网格,包括自动操纵的网格,可以使用Unity的官方FBX导出包导出。

有各种不同的渲染和网格划分模式,具有不同的风格和特点。支持的网格划分模式包括:行进立方体(平衡),双四边形(更快,更有风格),表面网(可以与双四边形混合),以及双轮廓(更慢,擅长保留尖锐特征,可以与双四边形混合)。

MudBun可以用来创建有机的网格,这使得它与Bing Kit是一个很好的组合,Bing Kit是产生有机弹跳效果的工具。

MudBun是可定制的。用户可以扩展框架来创建自定义刷子形状、扭曲刷子、修改器刷子和着色器。也可以为自动装配功能定义自定义装配逻辑。

使用一种特殊的数据表示,MudBun使用户在典型的游戏设置中工作时不必担心有限体素网格的限制。

特点(有动画的细节)。
- 体积式网格生成和建模。
- 内置VFX和原始笔刷。
- 扭曲和修改笔刷。
- 用户定义的自定义笔刷。
- 画笔组(复合画笔)。
- 渲染模式:平滑网格、平面网格、圆圈拼接、四边拼接、贴花、光线刻画表面(仅实验性和URP)、光线跟踪体素(仅实验性和URP)。
- 网格划分模式:行进立方体、双四边形、表面网、双轮廓。
- 刷子运算符:联合、减去、相交、染色、内部剔除、外部剔除、无操作。
- 动态体素密度。
- 二维模式。
- 网格碰撞器生成。
- 网格锁定和自动对准。
- 网格自动平滑。
- 生成网格的自动顶点焊接。
- SDF纹理生成(用于GPU粒子碰撞)。
- 双重轮廓的平滑角。
- 支持渲染管线:内置RP、URP、HDRP和自定义RP。
- 自定义放大着色器编辑器节点。
- 无边界的体素工作区。
- GPU内存预算和自动调整。

兼容性。
- Unity 2019.4或更新版本。
- Windows是唯一正在积极开发、维护和测试的平台。非Windows平台不保证能运行MudBun,对它们的支持也很有限。由于缺乏计算着色器的能力,暂时不支持WebGL。
- 锁定在网格渲染器模式下的网格或从MudBun导出的网格只是标准的网格,可以在运行时不需要MudBun就可以使用,所以它们应该在所有平台上都是兼容的。
- 计算着色器支持是必需的。
- 由于MudBun使用了计算着色器,因此强烈建议使用专用GPU的硬件。不建议使用集成GPU的硬件,除非MudBun只是在编辑时用来构建网格,以便在运行时导出或锁定。
- 如果您不确定MudBun在您的目标硬件上的运行情况,请先试用试用版。

局限性。
- MudBun旨在并优化用于动态刷子的局部实时体积视觉特效网格生成。使用许多笔刷进行建模和地形编辑是可能的,但应保持在一个合理的规模。
- 非桌面设备(如笔记本电脑、平板电脑等)的硬件通常比台式机弱,可能不适合运行MudBun。最好先在你的目标硬件上试用一下试用版。
- MudBun目前不能在预制板模式下渲染。与预制模式/阶段相关的Unity API仍在变化之中。作为一种变通方法,在场景视图中编辑预制件实例,并使用通过检查器面板访问的选项来应用覆盖。
- 缩放画笔可能不会像用户通常期望的那样工作。由于有符号的距离场的性质,对于非均匀缩放的形状没有一般的解决方案。在一些特殊情况下,非均匀缩放仍然是可能的,有时是通过近似的方式。一个画笔的局部尺度通常不作为典型尺度使用,而是被解释为形状的特定参数。例如,局部比例对于盒状笔刷来说是作为实际比例使用的,但对于球状笔刷来说是作为近似值使用的,对于圆柱体和环状笔刷来说则被解释为高度和半径等各种尺寸。

关于导入和升级的通知。
- 当从旧版本的MudBun升级时,请在从新的软件包重新导入前删除整个MudBun文件夹。文件结构可能已经改变,直接在现有的软件包上重新导入一个新的软件包可能会引起意想不到的问题。
- 请不要移动MudBun的根文件夹,导入后保持原样。由于某些限制,一些资源是相对于根资产文件夹引用的。移动MudBun文件夹会破坏这些参考。





作者 cg小白兔 发表于 2023-2-16 09:38:38
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