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[WIP] Materializer Hard Surface PBR Texturing Engine

Discussion in 'Works In Progress - Archive' started by JohnRossitter, Jun 2, 2014.

  1. JohnRossitter

    JohnRossitter

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    Hi Guys, (and Gals),

    I wanted to give the first public view of my new Editor Plugin for Unity called Materializer.
    It is a PBR hard surface Texturing tool to be used right in Unity. It works with color/texture masks and creates beautiful and complex texturing networks. It will output Diffuse, Normal, Specular, AO,Roughness/Gloss, Metallic and Transparency channels for you, and rig them right up into your Models.

    It also has a handy UV editor tool built in where you can export a UV map of any game object with a mesh filter so you can color it in photoshop and create color mask files.

    I will have more to show very soon, but I thought I would share this screenshot.

    Enjoy!

    Edit:
    Here is a YouTube Link.
     

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  2. JohnRossitter

    JohnRossitter

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    Hi Everyone,

    I'm going to be posting some screenshots from my upcoming Editor Extension called VooDoo.

    This is the first view of the GUI itself
     

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  3. JohnRossitter

    JohnRossitter

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    Current Plugins written are:
    Normal Only - additive filter for normal maps only
    Chipping - adds surface chipping to your top layer and exposes the under layer color (Diffuse, Normal, Specular)
    Leather - add an organic leather texture (Diffuse, Normal, Specular)
    Linen - adds a woven cloth texture (Diffuse, Normal, Specular)
    Scorched - adds scorching and burn marks to your texture (Diffuse, Normal, Specular)
    Concrete- adds a concrete texture (Diffuse, Normal, Specular)
    Scratched Steel - adds a stainless steel effect to your texture (Diffuse, Normal, Specular)
    Rust - adds rust spots and oxidation (Diffuse, Normal, Specular)
    Dust - adds dust (Diffuse, Normal, Specular)
    Cracks - adds cracks and striations to the map (Diffuse, Normal, Specular)
    Glass -adds a glass texture (Diffuse, Normal, Specular, transparency)
    Hazard - Generated Hazard Stripes (Diffuse, Normal, Specular)
    Bark- adds tree back (Diffuse, Normal, Specular)
    Rivets - adds rivets along the edge masks (Diffuse, Normal, Specular)
    Smooth - smooths the texture (Diffuse, Normal, Specular)
    Grunge - adds general grunge to the map (Diffuse, Normal, Specular)
     

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  4. JohnRossitter

    JohnRossitter

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    More Images:
     

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  5. JohnRossitter

    JohnRossitter

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    More files:(Forum will only allow 5 at a time)
     

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  6. JohnRossitter

    JohnRossitter

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    More Images
     

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  7. JohnRossitter

    JohnRossitter

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    Here is a preview of how the GUI will allow you to collapse the windows in the node editor.
     

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  8. JohnRossitter

    JohnRossitter

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    This shows how you can reverse engineer a mesh and get the UV data to create your color maps with.
     

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  9. JohnRossitter

    JohnRossitter

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    Each material in the texture tracks it's own history and you can recall the effect chain you used in the past for it at any time
     

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  10. JohnRossitter

    JohnRossitter

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    Here are some of the outputs:
    Rendered with the standard Diffuse Specular shader.
    Rendered with a custom IBL shader
     

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  11. KheltonHeadley

    KheltonHeadley

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    This is awesome.
     
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  12. JohnRossitter

    JohnRossitter

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    It's a ways off from bring done, but it's a work in progress
     
  13. FBTH

    FBTH

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    I see some stuff from CGTextures, but it's all good haha. I hope to see the end result of this project :D
    I will consider buying it and using it too :)
     
  14. JohnRossitter

    JohnRossitter

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    Yeah some of the brushes and graphics are place holders and will not be in the release version, but yeah lots of free brushes used from many sources
     
  15. FBTH

    FBTH

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    No problems :)
     
  16. GeneBox

    GeneBox

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    This is looking good, will keep an eye on this, Gj!
     
  17. JohnRossitter

    JohnRossitter

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    Hello Everyone,

    Here is a video preview of the typical workflow in VooDoo.
    Enjoy!

     
  18. JohnRossitter

    JohnRossitter

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    Added some new plugins over the weekend:
     

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  19. nasos_333

    nasos_333

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    Very cool tool :)
     
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  20. Pursche

    Pursche

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    Looks useful, could save me loads of time and whipping my texture slav- Umm, artist. :)
     
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  21. JohnRossitter

    JohnRossitter

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    Thanks Pursche,

    Yeah that's kind of the point of the engine.
    It let's non artists make textures.
     
  22. Briksins

    Briksins

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    Wow, that is greate job!!!

    i'm wondering if that could work dynamic inside the game? not like pre-baked textures, but actually modify them on the the fly with some kind of randomisation?
     
  23. JohnRossitter

    JohnRossitter

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    Hi Briksins,

    I have actually been thinking about that quite a lot lately.
    While I think it's technically possible, I would need to find a way to move my computations to the GPU for it to work with any reliable performance. This idea is on my radar though :)
     
  24. JohnRossitter

    JohnRossitter

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    After some really great feedback, I have made a change to the GUI for each of the nodes shown in the workflow.
    Does this look better?
     
  25. Becoming

    Becoming

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    Very cool!, love the node foldout feature! Keep it coming ;)

    Would like to see some nice PBL constraints, so that the spec values are always correct and diffuse never goes to full white/black.
     
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  26. JohnRossitter

    JohnRossitter

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    Good Call!

    I'm actually reworking the entire workflow right now and implementing a Gloss channel as well, so I think I could do some clamping magic to accommodate that :)

    I hope to have the beta ready soon and let some people start testing it.
     
  27. JohnRossitter

    JohnRossitter

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    So,
    Quick Update/Question :

    Technically I can pull off 4K maps in the Texturing Engine, but it really dogs in the User Interface.
    I'm on the verge of just removing that feature all together and limiting the engine to 2k Maps MAX.

    Being that the use of 4K maps in games is not really that ubiquitous to begin with, I'm not too heart broken over it, but I would love to hear all of your thoughts on it.
     
  28. calmcarrots

    calmcarrots

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    Well the only time I would use a 4K texture is for a texture atlas. So you are good. 2k is more than enough and btw I am buying this as soon as it is released. This is just awesome and you have given programmers the ability to create textures. Good job and I cannot wait to see more
     
  29. Briksins

    Briksins

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    Are you planning to release some kind of small demo package? like something very simple and limited, just to get a flavor and get a chance to play with it? I think that would great!
     
  30. JohnRossitter

    JohnRossitter

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    Thanks for the feedback!
    I would really like to support 4K textures, but there are just some practical memory management limitations in a managed runtime like Mono. But, 2K maps provide quite a lot of detail for game usage.

    I'm trying to have it released by the end of the Summer, but that's all dependent upon the feedback I get from the beta I release. There is also the issue of how many plugins to release with the initial public version. Currently I have 24 plugins/effects written but over 40 planned. So I need to draw a line in the sand at some point and say "this" will be the released version.
     
  31. JohnRossitter

    JohnRossitter

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    Hi Briksins,

    Yes, I plan on having an open beta here very soon.
    The beta will likely be fully functional with all workflow and plugins, but contain "BETA" watermarks on the images.

    I still need to decide on how I will license the final release as well.

    Im considering a few options such as:

    1) Free base engine with a handful of plugins. Then sell individual effects for a few dollars each so you can pick and chose the ones you like.

    2) Retail release with all plugins that are published as of the release date.

    3) All Access where you get everything current as well as all future releases of new plugin content.
     
  32. JohnRossitter

    JohnRossitter

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    OK,

    I have the BETA ready and need 30 serious testers who are willing to test the Engine and provide feedback.

    All registered testers who actually provide feedback (good or bad) will receive a FREE copy of the released version when it's ready.

    If you are interested in helping out with the BETA, please send me a PM and include your Facebook user name so I can add you to the private testing page.

    VooDoo will run on Mac, PC and Unity 4.x free or Pro.
    I have tested it on as low as an i3 Windows tablet, so it should work on just about any modern machine.

    I will provide you some sample materials to test as well as instruct you on how to import your own.

    Thank You All for your Help!
     
  33. Breyer

    Breyer

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    First option would be really interesting particulary if u expose some interface so community colud add custom node/effect. Btw u could mix 1 and 3 because i think some people would pay a lot (50 -200 $? Depend on quality and possibility) for ready pack and take time to time free update with new node for free.

    Btw related to gui - i think for preview texture effect in background better idea is constraining preview to header ( panel with squared button) only because some texture may overwrite gui/text no matter how aggresive darkening it. However actual version is definitely better than original
     
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  34. JohnRossitter

    JohnRossitter

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    Good Ideas with the preview options.
    I have a few others too, but let's see how the beta goes first. :)
     
  35. chilton

    chilton

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    Playing with the beta now. Man, this is awesome.
     
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  36. JohnRossitter

    JohnRossitter

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    Thanks!
    Be sure to post some of your results
     
  37. JohnRossitter

    JohnRossitter

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    Lot's of great feedback coming from the beta group. If anyone is interested there are still slots available.
     
  38. JohnRossitter

    JohnRossitter

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    Some of the feedback from the BETA community was asking for a Mudbox style painting interface where you can paint the models directly in the Scene Editor. Well here is a super early demonstration of how we will accomplish that. The texture quality for this feature is low right now, but will soon be up to par with the rest of the VooDoo Engine.

     
  39. FBTH

    FBTH

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    Before I was confused on how to use this, but this gives my a great idea on what it is intended for! :D

    Will definitely stay up to date, bookmarked!
     
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  40. JohnRossitter

    JohnRossitter

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    I have a closed beta going on if you would like to check it out.
    If you are interested, PM me and I will get you into the group
     
  41. Dantus

    Dantus

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    This looks like a very cool asset!
     
  42. JohnRossitter

    JohnRossitter

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    Sorry for the delay in updates, I have been working hard on converting the entire PBR workflow to integrate with the Alloy PBR Framework. I will post some screenies up soon but the results are stunning!
     
  43. JohnRossitter

    JohnRossitter

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    Well here is a quick screen recording I did just a few minutes ago.
    (Pardon the choppiness of the video, Quicktime disables my GPU, so the framerate is a bit laggy)

     
  44. JohnRossitter

    JohnRossitter

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    Here is a FPS style walkthrough.

    Note 1) the material here is a polished bronze set against a sunset IBL cubemap, so it is naturally dark.
    Note 2) Quicktime Screen Capture, is really bad about not using the GPU properly on Macbook Pro.
    Note 3) The texture maps in the demo are only 512x512



    And with Colored Lights:

     
    Last edited: Jul 27, 2014
  45. JohnRossitter

    JohnRossitter

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    Hi Guys and Dolls,

    Sorry I have been less than active with posting updates to this, but believe me I have been working very hard on it.

    So here is the update:

    I have been working with the guys over at Rust Ltd. to make VooDoo completely compatible with Alloy. I have rewritten all of the plugins to support 3 shader types (Alloy-Disney/ Ctytek-Unity5/ Non PBR). Currently I have written over 60 textures ranging from Precious metals to dirt and grime.

    I still have a good ways to go, but I thought I would post this video of some of the Materials in action.

    Enjoy,

     
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  46. JohnRossitter

    JohnRossitter

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    Here are some other samples
     

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  47. JohnRossitter

    JohnRossitter

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    A few more
     

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  48. JohnRossitter

    JohnRossitter

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    Here are some Bronzes
     

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  49. JohnRossitter

    JohnRossitter

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    Carbon Fibers
     

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  50. JohnRossitter

    JohnRossitter

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    Here are some Cloth materials
     

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