Comments (4)
sometimes the projection doesn't work
this is how current projection works:
- shoot rays from vertices in editing mesh to normal direction
- if ray hits Normal Source object, get normal at hit position and set it to editing mesh
therefore, Normal Source is expected to surround editing mesh. I know it's bit confusing. this functionality is added for very specific request from my colleague.
I think what you expected is "Y direction projection". I will add it as arbitrary direction projection.
- Add support for terrain( as normal source only)
- Projection brush mode
I will do it as well as arbitrary direction projection.
i'm impressed how fast it is
I'm glad to hear that. I made a lot of effort for it.
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therefore, Normal Source is expected to surround editing mesh. I know it's bit confusing. this functionality is added for very specific request from my colleague.
I see, that's almost similar like 3dsmax/maya normal transfer/projection system. Then it make sense
I think what you expected is "Y direction projection". I will add it as arbitrary direction projection.
Yep something like that i think. Not sure which one is better, Y projection/transfer or blending normal with the normals around it that inside the spherical brush radius just like smooth brush i think but with addition of a base mesh for normal source.
I will do it as well as arbitrary direction projection.
Glad to hear all of that man, can't wait to see your update ( Oh, no rush anyway).
Thanks again.
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Oh i just remember this article, it have an example of blending custom mesh with terrain normal
https://madewith.unity.com/en/stories/how-we-created-immortal-rednecks-sand-rendering
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I added new projection mode and projection brush and updated package.
keep in mind: projection brush is extremely compute-intensive and maybe very slow, especially if normal source is terrain (terrain is converted to triangles internally - it can be over 500k triangles. and do ray-triangle intersection test with it)
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