![]() ![]() ![]() The sample foliage motion material function provides support for hierarchies up to 4 levels deep and 30,000 model elements.Ĭreating motion this way has its benefits. A model processed using this technique uses only one additional UV channel more than a standard Static Mesh, but its animations are far less expensive than skeletal animations because they are calculated in real time. Vertex shader instruction counts are generally less of a performance concern on the graphical side than pixel instruction counts, due to the number of vertices on a model generally being significantly lower than the number of pixels that the model draws. If you'd like to explore some of the examples demonstrated in this page, you can download the Content Examples project from the Epic Games Launcher and open the PivotPainter2 map. With Pivot Painter 2.0's release, you'll notice that there have been some improvements and changes to the MAXScript. ![]() While some options have been removed (Hierarchy Painter) or renamed (Per Object Painter to Vertex Alpha Painter), this is an improvement to the overall workflow to simplify the process of creating these types of detailed assets. ![]() This is all in service of expanding the capabilities of Pivot Painter 2 to get even better results than before, ultimately giving you the widest range of options when developing your own content! Read on below to read about the additional improvements that have been added. The rigging pre-processing step is now done through the standard Link tool in Autodesk 3ds Max. Simply model your tree as separate, logical elements like leaves and branches. This method supports both individual and linked elements at the same time.Įnsure that their pivots are ideally located and oriented (X-axis down the object's length) and then link them together as one would in a traditional rig. In the case of combined grass and tree models, you would select every blade at once and then an element from the tree before pressing the Process Selected Object Hierarchy button. You now have control over which UV set is written to, enabling you to combine this system with others like the Vertex Animation tools. _rgb_a_Īn example final output would look something like this.ĮxampleMesh_rgb_PivotPos_a_ParentIndex_UV_2 Extensibility The automated naming convention is as follows: Also, the preferences chosen in Pivot Painter 2.0 are noted in the final output texture name as a helpful reminder. The processing and rendering code has been thoroughly abstracted, resulting in a minimal amount of effort needed to add new rendering options in the future.Īs part of the improvements with the MAXScript, there is a new bit-shifting algorithm used behind the scenes that stores integers as float data. ![]()
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