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[编辑器/功能拓展] MudBun: Volumetric VFX & Modeling 1.4.34

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发表于 2023-9-14 14:45:34 | 显示全部楼层 |阅读模式
























Compatibility:
- Unity 2019.4 or newer. Built-in render pipeline. URP/HDRP up to version 11 (URP/HDRP 12+ compatibility still WIP).
- 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.

MudBun: Volumetric VFX & Modeling
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.

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.
- 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.


兼容性:
- Unity 2019.4或更新版本内置渲染管道。URP/HDRP版本11 (URP/HDRP 12+兼容性仍然是WIP)。
- Windows是唯一一个正在积极开发、维护和测试的平台。非windows平台不能保证运行MudBun,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。
-在网格渲染模式中锁定或从MudBun导出的网格只是标准网格,可以在运行时使用而不需要MudBun,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仅在编辑时用于构建要导出或在运行时锁定的网格。

MudBun:体积视觉特效和建模
MudBun是一个实时体积视觉特效网格工具。它程序地从非破坏性的“画笔”中生成网格,这些“画笔”定义形状、变形和表面修改。MudBun用于本地化的视觉特效,但它也可以用于体积建模,并提供方便的自动装配功能。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。

有各种各样的渲染和网格模式,具有不同的风格和特征。支持的网格模式包括:行进立方体(平衡),双四边形(更快和风格化),表面网(可以混合到/从双四边形),和双轮廓(较慢,擅长于保留尖锐的特征,可以混合到/从双四边形)。


MudBun可以用来创建有机外观的网格,这使得它与Boing Kit(一种用于产生有机弹性效果的工具)完美结合。

MudBun是可定制的。用户可以扩展框架来创建自定义笔刷形状、变形笔刷、修饰笔刷和着色器。还可以为自动装配特性定义自定义装配逻辑。

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

功能(带有动画的细节):
-体积网格生成和建模。
-内置的视觉特效和原始画笔。
-扭曲和修饰笔刷。
—用户自定义笔刷。
-刷组(复合刷)。
-渲染模式:平滑网格,平面网格,圆形,四边形,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)。
-网格模式:行进立方体,双四边形,表面网,双轮廓。
-刷操作:合并,减去,相交,染色,内剔除,外剔除,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。
-自动顶点焊接生成的网格。
- SDF纹理生成(用于GPU粒子碰撞)。
-光滑的角,双重轮廓。
-渲染管道支持: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。

限制:
- MudBun是针对动态笔刷的局部实时体积VFX网格生成进行优化的。建模和地形编辑与许多笔刷是可能的,但应保持在一个合理的比例。
-非桌面设备(如笔记本电脑、平板电脑等)的硬件通常比桌面设备弱,可能不适合运行MudBun。
- 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。作为解决方案,在场景视图中编辑预制实例,并使用检查器面板上的选项来应用覆盖。
-缩放刷可能不像用户通常期望的那样工作。由于符号距离场的性质,对于非均匀缩放的形状没有通解。在一些特殊情况下,有时通过近似,非均匀缩放仍然是可能的。画笔的局部尺度通常不作为典型尺度使用,而是被解释为形状特定的参数。例如,局部尺度被用作盒刷的实际尺度,但被用作球体刷的近似尺度,并被解释为各种尺寸,如圆柱体和环面刷的高度和半径。

关于进口和升级的通知:
当从旧版本的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。文件结构可能已经改变,在现有包的基础上直接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,一些资源是相对于根资源文件夹引用的。移动MudBun文件夹会破坏引用。





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