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[编辑器/功能拓展] MudBun: Volumetric VFX & Modeling 1.1.26实时网格生成

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发表于 2023-2-14 14:05:51 | 显示全部楼层 |阅读模式















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是一个实时体积VFX网格工具。它从定义形状、扭曲和表面修饰的非破坏性“刷”中程序地生成网格。MudBun是用于本地化的VFX,但它也可以用于体积建模,并提供了一个方便的自动索具功能。锁定的网格,包括自动操纵的网格,可以使用Unity的官方FBX出口包导出。

有各种渲染和网格模式,具有不同的风格和特点。支持的网格模式包括: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,擅长保留尖锐的特征,可以混合到/从双四边形)。

MudBun可以用来创建有机的网格,这使得它与Boing Kit的一个很好的组合,Boing Kit是一个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笔刷形状、扭曲笔刷、修改笔刷和着色器。还可以为自动索具特性定义自定义索具逻辑。

使用特殊的数据表示,当在典型的游戏设置中工作时,MudBun让用户不必担心有限体素网格的限制。

特点(细节与动画):
-体积网格生成和建模。
-内置视觉特效和原始笔刷。
-扭曲和修改笔刷。
—用户自定义画笔。
-画笔组(复合画笔)。
-渲染模式:光滑网格,平面网格,圆形splats,四方splats,贴花,光线行进表面(实验和URP仅),光线跟踪体素(实验和URP仅)。
-啮合方式:行军立方体,双四边形,表面网,双轮廓。
-刷操作:联合,减去,相交,染色,剔除内部,剔除外部,无操作。
-动态体素密度。
- 2D模式。
-网格碰撞器生成。
-网格锁定和自动索具。
-网格自动平滑。
生成网格的自动顶点焊接。
- SDF纹理生成(GPU粒子碰撞)。
-光滑的角,双重轮廓。
—支持渲染管道:内置RP, URP, HDRP和自定义RP。
-自定义放大着色编辑器节点。
-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是唯一处于积极开发、维护和测试中的平台。非windows平台不能保证运行MudBun,对它们的支持是有限的。WebGL目前不受支持,因为它缺乏计算着色器功能。
-在网格渲染模式中锁定的网格或从MudBun导出的网格只是标准网格,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兼容。
-计算着色器支持是必需的。
-强烈建议使用专用gpu的硬件,因为MudBun使用计算着色器。不建议针对集成gpu的硬件,除非MudBun只在编辑时使用,以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,请先尝试试用版。

限制:
- MudBun的目的和优化的局部实时体积VFX网格生成与动态刷。使用许多笔刷进行建模和地形编辑是可能的,但应该保持在合理的比例上。
-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。最好先在目标硬件上试用试用版。
MudBun目前不会在预制模式下渲染。与预制模式/阶段相关的Unity api仍在不断变化中。作为一种解决方法,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。
-缩放刷可能不会像用户通常期望的那样工作。由于有符号距离场的性质,对于不均匀缩放的形状没有一般的解。在某些特殊情况下,有时通过近似,非均匀缩放仍然是可能的。笔刷的局部尺度通常不用作典型尺度,而是解释为特定于形状的参数。例如,局部尺度被用作盒状笔刷的实际尺度,但被用作球体笔刷的近似值,并被解释为各种维度,如圆柱和环面笔刷的高度和半径。

关于导入升级的通知:
从较旧版本的MudBun升级时,请在从较新的包重新导入之前删除整个MudBun文件夹。文件结构可能已经更改,直接在现有包之上重新导入新包可能会导致意想不到的问题。
-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,一些资源是相对于根资产文件夹引用的。移动MudBun文件夹会破坏引用。




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