本帖最后由 微笑的猫 于 2024-10-16 09:31 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 1.4.37 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 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 是一种实时体积 VFX 网格工具。 它通过定义形状、扭曲和表面修改的非破坏性“画笔”按程序生成网格。 MudBun 旨在用于本地化 VFX,但它也可用于体积建模并提供方便的自动绑定功能。 可以使用 Unity 的官方 FBX 导出程序包导出锁定的网格,包括自动装配的网格。
有各种具有不同样式和特征的渲染和网格化模式。 支持的网格划分模式包括:行进立方体(平衡)、双四边形(更快和程式化)、表面网(可以混合到/从双四边形)和双轮廓(更慢,擅长保留尖锐特征,可以混合到/从双四边形 ).
MudBun 可用于创建有机外观的网格,这使其成为与 Boing Kit 的完美组合,Boing Kit 是一种用于产生有机弹性效果的工具。
MudBun 是可定制的。 用户可以扩展框架来创建自定义画笔形状、变形画笔、修饰画笔和着色器。 也可以为自动绑定功能定义自定义绑定逻辑。
使用特殊的数据表示,MudBun 使用户在典型游戏设置中工作时无需担心有限体素网格的限制。
特点(带动画的细节):
- 体积网格生成和建模。
- 内置 VFX 和原始画笔。
- 失真和修饰画笔。
- 用户定义的自定义画笔。
- 画笔组(复合画笔)。
- 渲染模式:平滑网格、平面网格、圆形 splats、quad splats、贴花、光线行进表面(仅限实验和 URP)、光线追踪体素(仅限实验和 URP)。
- 网格化模式:行进立方体、双四边形、表面网、双轮廓。
- 笔刷运算符:联合、减法、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。
- 网格对撞机生成。
- 网格锁定和自动装配。
- 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)。
- 用于双重轮廓的光滑边角。
- 支持的渲染管道: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。 不能保证非 Windows 平台可以运行 MudBun,并且对它们的支持是有限的。 由于缺乏计算着色器功能,目前不支持 WebGL。
- 在网格渲染器模式下锁定或从 MudBun 导出的网格只是标准网格,可以在运行时无需 MudBun 即可使用,因此它们应该在所有平台上兼容。
- 需要计算着色器支持。
- 强烈建议使用专用 GPU 定位硬件,因为 MudBun 使用计算着色器。 不建议针对具有集成 GPU 的硬件,除非 MudBun 仅在编辑时用于构建要在运行时导出或锁定的网格。
- 如果您不确定 MudBun 如何在您的目标硬件上运行,请先试用试用版。
限制:
- MudBun 旨在使用动态画笔为本地化实时体积 VFX 网格生成进行优化。 可以使用许多笔刷进行建模和地形编辑,但应保持合理的比例。
- 非桌面设备(例如笔记本电脑、平板电脑等)的硬件通常比台式机弱,可能不适合运行 MudBun。 最好先在目标硬件上试用试用版。
- MudBun 目前不以预制模式呈现。 与预制模式/阶段相关的 Unity API 仍在不断变化。 作为解决方法,在场景视图中编辑预制实例并使用可通过检查器面板访问的选项来应用覆盖。
- 缩放画笔可能无法像用户通常期望的那样工作。 由于有符号距离场的性质,对于非均匀缩放的形状没有通用的解决方案。 对于某些特殊情况,有时通过近似,非均匀缩放仍然是可能的。 画笔的局部比例通常不用作典型比例,而是解释为特定于形状的参数。 例如,局部比例用作盒刷的实际比例,但用作球体刷的近似值,并被解释为各种尺寸,如圆柱体和环面刷的高度和半径。
导入升级注意事项:
- 从旧版本的 MudBun 升级时,请在从较新的软件包重新导入之前删除整个 MudBun 文件夹。 文件结构可能已更改,直接在现有包之上重新导入新包可能会导致意外问题。
- 请不要移动 MudBun 的根文件夹并在导入后保持原样。 由于某些限制,某些资源是相对于根资产文件夹引用的。 移动 MudBun 文件夹可能会破坏引用。
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