![]() ![]() They all need to be loaded in the scene and applied to the mesh/scene to create your experience. The same with particles, post process, animations, etc. The only difference is that you need to load the node material json or snippet and apply it to the mesh. Creating a node material should not take more time than creating a custom material in either Unreal or Unity. I don’t quite understand why you are saying that creating a node material for your asset takes too much time since you have to do the same thing in Unity or Unreal. ![]() You can use editor to give you an editing environment if that is what you prefer but since that is a community project, he would be the best person to answer questions about the editor and its features. If you need post process for things like glow, you do need to write some code to enable it, but the amount of code to do this is negligible.The Particle Editor will create a json file for you for your particle system and then you only need to load the particle system and run it. You can manually write the code as well, but you don’t need to anymore. If you need particles, you can use the Particle Editor in the Inspector to create your particles through an interface like you would in Unity or Unreal.If you need a custom shader like the demo above, you will need to create it but you can use Node Materials and the Node Material Editor or you can write your own glsl shader.If you only need PBR materials, you can load your asset and are basically done since the glTF format uses PBR-MR for its lighting model and we load glTF models applying the PBRMaterial as standard.Export your asset to glTF for most flexibility in use since many rendering engines can use glTF and many DCC packages can open glTF, though I would caution against using glTF as a transfer format as it does some things for optimization since it is a transmission format that you would not like if you use it as a transfer format (to share between artists for example).Create your texture set in your preferred package like Substance, Mari, Quixel, Armor Coat, GIMP, Photoshop, etc. ![]() Though you can certainly just create the animations for your morphs in code if you want. And if you want animations for your morph targets, you should also author those here if you don’t want to write code to create the animations.
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