Wow very impressive, that was always my dream to have a dynamic bevel back when I was still modeling things. How are you doing the actual custom bevel node, is it in the API or can a geometry node be created in mel?
this is a bit whacky, unintended single click bezier creation.... if you have the mod at the top of the stack then create the spline underneath in single click corner fashion.... dunno if it has much application but a bit of fun none the less ;D
Some previous knowledge and some google :P The triangle rasterization part is based on this but that does vertex interpolation in 2d space instead of 3d so it creates those nasty affine artifacts for uvs, so I need to fix that.
I'm trying to use windows form with unity, might be useful for creating some cool world-editors for your end-users. [ame="http://www.youtube.com/watch?v=dD5iqQIp1RA"]UnityGUI using Windows Forms - YouTube[/ame]
@Yondr I'm happy to share this but I created it to be called from another addon called Pie Menu Editor. So the script as of right now will not work as a standalone addon. That said, enjoy! Just be sure one of the objects has _low suffix!
yes stacking many booleans will slow it down for sure. But its mainly the stability of booleans in general. Since it can create non-manifold edges and vertices which bevel doesnt really like. And when the polyBevel fails to compute. It could lead to crashes.
very nice work Keen! I guess the z-fighting along the break splits could only be resolved if the split geometry was created in code (ie. inside faces discarded from indexbuffer) Or it's slight mismatches at the shared vertices. nevertheless great stuff.
My fellow environment artist and I wanted a way to quickly bash out rocks, so I made a displacement map based system in 3DS Max to quickly create builders, as well as a nice standard Substance Painter file with preset materials.
Preview of a plugin I'm working on. https://vimeo.com/156542849 password: vhacd It's a preview video, that's why it's not fully public yet. If you would like to see something more, write it down and I will take in into account when I will be creating final version of video.
You can make a pretty good approximation of a maya group by creating a point helper at 0,0,0 with no transforms and linking your hierarchy to it. it'll be safe enough to animate it - if you need the pivot somewhere specific then you could position constrain it to another point helper (with relative on)