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Comments (4)

i-saint avatar i-saint commented on September 25, 2024

sometimes the projection doesn't work

this is how current projection works:

  1. shoot rays from vertices in editing mesh to normal direction
  2. 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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ArieLeo avatar ArieLeo commented on September 25, 2024

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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ArieLeo avatar ArieLeo commented on September 25, 2024

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-saint avatar i-saint commented on September 25, 2024

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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