11/26/2023 0 Comments Toony colors pro backface cullingBut that would only work if there's no data loss (rigging, materials, etc.) between the source model and the new one, which I'm unsure of. Then Unity should treat the asset as a new model where you can enable the optimization. You can also try this alternative: export the smoothed mesh from Unity (with an OBJ exporter for example), and import it back directly in Unity. The process for each vertex is to take all the normals at that vertex (you should have multiple normals where there are hard edges), calculate the average vector from them, and assign that to the vertex's tangent. So the only solution I can see is to manually smooth the normals into the tangents through an external 3d modeling software, so that the smoothed model can be imported back in Unity as a whole model file (instead of just the mesh data). But it can't find the ones for the deleted GameObjects, hence the error! My guess is that it then knows to which bones these removed GameObjects corresponded against the original model file, but when you bring a new raw mesh asset (such as a smoothed one), Unity treats it as an entirely new mesh that expects a certain number of bones in the rig hierarchy. Note: version 2 is a free update to all Toony Colors Pro+Mobile owners!Ĭlick to expand.I've never used that option, but from what I can read in the manual, it looks like it will optimize the rig so that empty GameObjects in the rig hierarchy won't be processed by the CPU anymore. Code (CSharp): material.SetColor('SColor', m圜olor) As for the outline, you'll need to actually change the shader because it uses another pass - that's what the TCP2 inspector does when you edit the material using the Desktop shader for example. Textured threshold (hand-painted like shading)įeel free to answer to this thread or reach me by email ! So if you want to change the shadow color, you would do. Shader Generator Tool allowing you to create your own custom tailored shader choosing among dozens of featuresĮxtended Features in the Shader Generator:.Smoothed Normal Tool that encodes smoothed normals in an innovative way to fix broken hard-edge outlines!.Unified Material Inspector selecting the correct shader based on your settings!. ![]() I would be appreciated for any help or hint.Get Toony Colors Pro 2 here on the Unity Asset StoreĬheck out the webplayer demos to see a glimpse of what you can do with Toony Colors Pro 2! I tested this with quadrilateral and no change. I thought maybe wrong points were together so shifted them with 1 and 2 to set correct points but the output became uglier. Self.new_normal.append(tuple((self.normal, self.normal, self.normal ))) Self.new_vertices.append(tuple((self.vertices, self.vertices, self.vertices ))) If i = len(self.vertices) or j + 2 >= len(self.normal): I tried to render triangles with this code: def _draw(self): the original code already saves vertices in this format: vertices = I tried to separate vertices groups and render them using glVertex3fv. I tried GL_FRONT and GL_CCW but it didn't work. This is the part related to back-face cullingįirst I disabled alpha channel and did nothing. colors phil collins mp3 music download, Formattare pc portatile asus zenbook. GlDisableClientState(GL_TEXTURE_COORD_ARRAY) pro lid closed heat Moula by pulok mp3 music. Index_offset+=m.vertex_count * 4 # byte size GlDrawElements(GL_TRIANGLES, m.vertex_count, GL_UNSIGNED_INT, ctypes.c_void_p(index_offset)) ![]() GlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.buffers) GlEnableClientState(GL_TEXTURE_COORD_ARRAY) GlBindBuffer(GL_ARRAY_BUFFER, self.buffers) (ctypes.c_uint*len(self.indices))(*self.indices), # 謎のctypes ![]() Self.create_array_buffer(self.buffers, self.uvlist) Self.create_array_buffer(self.buffers, lors) Self.create_array_buffer(self.buffers, self.normal) Self.create_array_buffer(self.buffers, self.vertices) (ctypes.c_float*len(floats))(*floats), # 謎のctypes # print('create_array_buuffer', buffer_id) class IndexedVertexArray(object):ĭef addVertex(self, pos, normal, uv, color, b0, b1, w0):ĭef create_array_buffer(self, buffer_id, floats): ![]() I'm new with OpenGL and 3D programming but I think it might be related to sequence of vertices for back-face culling, some of triangles are clockwise and some of the others are counter clockwise. The model file is not corrupted, I checked it on Blender and MMD.
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