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Ikari Vertex Painter (MOVED TO ASSET STORE FORUM!)

Discussion in 'Works In Progress - Archive' started by Kirbyrawr, Oct 15, 2014.

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  1. Kirbyrawr

    Kirbyrawr

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    Please use this thread for any request/question or suggestion: http://forum.unity3d.com/threads/ikari-vertex-painter.278712/


    Actual Version: 1.0:
    https://www.assetstore.unity3d.com/en/#!/content/24645

    To do[V 1.2](Update #2):
    -Subdivision of the mesh for paint better and the reverse feature.
    -Maybe more shaders.
    -Color wheel for more fast workflow.
    To do [V 1.1](Update #1) :
    -Clamp Axis (X,Y,Z).
    -More shaders.
    -Random colors for paint

    Actual Features:
    -Mesh Undo
    -If you overwrite a asset it will keep linked the other meshes and overwrite those meshes.
    -Unistaller.
    -Customizable Hotkeys.
    -Bucket/Fill tool (Compatible with channels)
    -Copy/paste of vertex.
    -Instance or asset support.
    -Help system.
    -Undo / Redo system [At the moment only for the editor]
    -Show angle option.
    -Show outline option.
    -Change color of the handle.
    -Change handle, solid or not.
    -Color channels for paint on the color you want
    -Angle limit.
    -Brush for paint.
    -Brush strenght.
    -Per Object / All option.
    -Paint Mode.
    -Erase Mode.
    -Serialization of the editor, it means that the things you change will remain even if you restart unity or close the window.
    -The ability to show the vertex colors of the objects, you can see as many objects as you want and if you press again on the button they will return to the previous stated.
    -Custom Editor.
    Possible Features:
    -Blur Tool. (Probably yes)
    -AO Vertex Baker. (Probably yes)
    -Different interpolations. (Probably not but i will leave it here).
    Screenshots:
    Shaders:
    Fake AO:
    Diffuse + Normal + Specular + Gloss:
    No Smooth Vertex Shader:
    Gifs:
    Undo Meshes:
    Asset Overwrite:
    Resizable Window:
    Bucket/fill tool:
    Copy and Paste of Vertex and new layout:
    Search Box and new header for selected objects:
    Gizmo Properties:
    Foldouts:
    Color Channels:
    Paint Mode:
    Swap colors:
    All objects mode:
    Per Object/s Mode:
    As usually i'm open to the feedback of the users, what can i add, what can i improve, etc...
    Thanks in advanced.
    Like @gurayg said : No vertex can escape. "Ikari" will paint all your vertices with a fury.

    Additional Info:
    -This asset was done from zero, i didn't look at the code of vertex painter (The one asset which is free but buggy) since i wanted to do it with my actual knowledge.

    -The font that was use for make the logo is free for commercial and it's from this webpage, i think he deserves at least some credits: http://artonedigital.com/[/SPOILER]
     

    Attached Files:

    Last edited: Aug 7, 2015
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  2. Whiteleaf

    Whiteleaf

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    I can't wait for this to come out! This is what Unity needs built into it!
     
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  3. Kirbyrawr

    Kirbyrawr

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    Thanks sir, what do you think i can add?
     
  4. gurayg

    gurayg

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    Thanks for this. It really looks promising. I wanted to ask about some things to add to this.

    Is it possible to add Vertex alpha support?
    It looks it has the ability to paint on a selected channel. Is that so?

    Another feature might be to choose an axis that paints the whole object. Example; Selecting Y+ paint all the vertices of the object black to white from ground to up or selecting camera's view axis would paint something like a depth to vertices.( this would also require batch painting of objects though :)
     
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  5. Kirbyrawr

    Kirbyrawr

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    Vertex alpha support is now added
    For the axis thing i think i can do it.

    Working on a new layout
    The cube you see have vertex shader with alpha added.

    Also i'm doing special shaders for accept alpha values , for example if you use the channel red with alpha 0 it will take the first texture, if you use alpha 1 it will take the second.

    Thanks for the feedback!
     
    Last edited: Oct 15, 2014
  6. Whiteleaf

    Whiteleaf

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    I can't think of anything for you to add at the moment, but as Guray said it does look very promising!
     
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  7. Kirbyrawr

    Kirbyrawr

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    Thanks sir, i will try my best and more:)
     
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  8. Kirbyrawr

    Kirbyrawr

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    A little small gif of the brush, and the show vertex functionality, ignore the colors it's a gif:
     
  9. gurayg

    gurayg

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    You're quick KirbyRawr :)
    Since you've asked about possible features for the tool, I thought you might want to add the ability to fill the vertex colors based on height,slope of the object or random values. What do you think? are they feasible?
    And is it possible to see only one channel at a time while painting?
     
  10. Kirbyrawr

    Kirbyrawr

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    Mmm i never did that but i think i can do it ^^
    Yes it will be possible : )
     
  11. Kirbyrawr

    Kirbyrawr

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    Additions:
    -Swap colors
    -FallOff value
    -All objects mode
    -Per object/s mode

    Swap colors:


    All objects mode:


    Per Object/s Mode:
     
  12. theANMATOR2b

    theANMATOR2b

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    This is cool. Add hotkeys to adjust brush size/falloff and strength similar to photoshop.
    Very nice.
     
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  13. Kirbyrawr

    Kirbyrawr

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    Thanks for the feedback, will add!
    Also i will add pressure for the tablets maybe
     
  14. Kirbyrawr

    Kirbyrawr

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  15. Whiteleaf

    Whiteleaf

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    You're welcome! You deserve it! Would you be able to maybe add a texture painter? Like select the texture, the main color and paint it?
     
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  16. gurayg

    gurayg

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    Ohh! my lucky day :)
    Thanks for your generosity.
    Can test it on win 8.1 and mac book pro if you like.
     
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  17. Kirbyrawr

    Kirbyrawr

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    Yes of course :) thanks sir
     
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  18. Kirbyrawr

    Kirbyrawr

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    Thanks sir i will send you the asset when it's bugfree and functional
     
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  19. Kirbyrawr

    Kirbyrawr

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    Paint mode is now functional still need to fix some things, as usually ignore the gif colors :) :

     
  20. Whiteleaf

    Whiteleaf

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    Oh man, this is gonna lead to a whole chain of awesome textures. It looks sweet!
     
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  21. Kirbyrawr

    Kirbyrawr

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    Hahah thanks sir, i will do some shaders for it, unlit, outline ones for cartoon and more.
     
  22. virror

    virror

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    Looks awesome Kirby, keep it up!
    This is a tool that should be in every developers toolbox i think : )
     
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  23. imaginaryhuman

    imaginaryhuman

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    I'd like to see someone come up with a vertex color shader that doesn't result in that `triangular` look, like maybe some kind of cubic color interpolation or something.
     
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  24. gurayg

    gurayg

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    That would be something I'd also would like to see.
    Selecting interpolation between vertex color would add a big value I guess.
     
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  25. imaginaryhuman

    imaginaryhuman

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    It is difficult to do though... the linear interpolation is part of the hardware - gouraud shading - which interpolates between vertex colors and produces output fragments. The fragment shader could modify the color but it doesn't know what the `starting colors` were at the vertices. It's kind of like you'd have to pass all 3 vertex colors through to the fragment shader, for every fragment/vertex, so then you have to be able to store 3 full sets of RGBA vertex colors at each vertex. You could maybe use normals and tangents and texcoord2 or something to do that? ... then you have to actually do something with that data to implement a custom interpolation... I think cubic may be out of the question because it needs more samples outside of just the 3 colors.
     
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  26. theANMATOR2b

    theANMATOR2b

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    Awesome! Thanks KirbyRawr. Very nice.
     
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  27. hippocoder

    hippocoder

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    Does this asset create temporary colliders?
     
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  28. Kirbyrawr

    Kirbyrawr

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    Actually no, but i can implement it ^ ^
     
  29. Kirbyrawr

    Kirbyrawr

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    Thanks Virror! :) Will talk on skype
     
  30. Kirbyrawr

    Kirbyrawr

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    Hi ImaginaryHuman thanks for your interest, your feedback is really interesting i will take a look at some papers, actually i'm looking at how blender does it and it's almost the same but i will research about that, thanks again!
     
  31. hippocoder

    hippocoder

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    Actually that's what I wanted to avoid. Typically when vertex painting in editor, temporary colliders are made. This is kind of messy and undesirable.
     
  32. Kirbyrawr

    Kirbyrawr

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    Actually you need to put a collider by yourself if someone want automatic collider i can implement both options.

    Thanks again for the feedback sir
     
  33. Kirbyrawr

    Kirbyrawr

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    Added slope limit, yes it's functional, also added float fields instead of labels with the number so it's now more easy to put the parameter you want : )


    About the interface, is clear?, any suggestions?
     
  34. Whiteleaf

    Whiteleaf

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    To me it looks a little squished.
     
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  35. Kirbyrawr

    Kirbyrawr

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    I still need to put titles etc... but yeah i think that too haha thanks : )
     
  36. theANMATOR2b

    theANMATOR2b

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    KirbyRawr if I could put out animation content as fast as you can code I'd work my way through the five full notebooks I have full of 'cool animation ideas to do before I die'.
    Keep up the inspiring pace!
     
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  37. gurayg

    gurayg

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    Hello KirbyRawr,

    Very nice progress. You're fast :)

    I've some suggestions for your inspector gui. Instead of writing about it. I tried to illustrate it using gimp.
    gui.png
    If it needs too much describing then it means it is no good:)
    Things that's not easy to grasp from the Screenshot are;
    Eraser and the user selected color are the rightmost ones of the color swatch.
    Changing "Paint Mode" changes the panel right under it.

    What do you think?
     
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  38. janpec

    janpec

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    Sory if asking stupid question, but does this vertex painter creates its own shader to display vertex colors? Or is it possible to use vertex colors with our custom shaders, or default Unity shaders?
     
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  39. Kirbyrawr

    Kirbyrawr

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    Actually it creates a new material with a shader i did which is in a folder, but i can do a little field for select the shader you want.
    And no sir that's not stupid!
     
    Last edited: Oct 18, 2014
  40. Kirbyrawr

    Kirbyrawr

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    Hahah don' t feel down, you can do it!
    Thanks sir
     
  41. Kirbyrawr

    Kirbyrawr

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    Woah that's awesome, thanks a lot i will use that as reference!
     
  42. Kirbyrawr

    Kirbyrawr

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    New Layout in progress, also i cleaned a lot the code and now it uses functions instead of repeat again and again some things like properties

     
  43. Whiteleaf

    Whiteleaf

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    Looks nice!
     
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  44. Kirbyrawr

    Kirbyrawr

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    Thanks sir, find the harmony of organization and colors is really hard haha, but i'm trying to get it.
     
  45. Kirbyrawr

    Kirbyrawr

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    Channels paint added:
     
  46. Whiteleaf

    Whiteleaf

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    That's cool!
     
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  47. Kirbyrawr

    Kirbyrawr

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    Hi, i'm planning to change the name of this asset to another more cool.

    You can suggest a name that fit the asset, and can be part of a series of assets, for example the title actually is vertex painter k, well i can do for example another utility with the name texture painter k, so it's like a series.
    (Yeah my English is really bad haha, sorry about that)

    The winner will receive a copy of the asset for free!
     
  48. Myhijim

    Myhijim

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    PimpYoMesh.

    Surprised I haven't stumbled across this, looks fantastic and the rate in which you are updating is impressive!

    PimpYoVertex
     
    Last edited: Oct 19, 2014
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  49. janpec

    janpec

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    If you could let us use our custom or Unity default shader that would be great. So that vertex colors would be displayed no matter which shader is used. Most of all its just important that it works with Unity 5 phy based shaders.
    Also if that is used, do you have some rough numbers what addition does it have on performance if using vertex paint. Is it extra drawcall?
     
  50. Kirbyrawr

    Kirbyrawr

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    Hi Janpec, sorry i understood you bad, actually you can use the object painted as a normal mesh, with it's own material and shader, the only thing that change that material is the debug of the vertex colors, for see that colors.
    The rest is normal, you can use physical shaders or the shader you want, but actually if you want to use that colors your shader need to use vertex colors, vertex colors is not only for apply textures you can also use that for modify the geometry via shader.

    I actually don't know if it make a extra call but i think no, i still need to do tests.
     
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