Features:
- Easy to use Blueprint that converts Static Meshes to Texture Slices that can be used with Volumetric Ray-Marching materials.
- 4 examples of different Static Meshes and processed texture slices
- Volumetric Ray-March Material for preview purposes.
Number of Blueprints: 1
Number of Materials: 4 Master Materials, 3 Material Instances
Number of Static Meshes: 5
Number of Textures: 5
Network Replicated: No
Supported Development Platforms: PC
Supported Target Build Platforms: PC
Important/Additional Notes:
> Static Meshes need to be watertight with no intersecting polys (a quick way to adapt any mesh is to convert it to a Dynamesh in Zbrush)
> During Play keep away from the scanned mesh as the free camera pawn can cause artifacts to appear in the Slice Texture.
> Should any artifacts like small specs (or long lines in the preview material) appear adjust the mesh size, location or orientation.
> Should ghosting artifacts from previous slices appear, please run the Blueprint again.
> Should you experience any performance issues please adjust the “Steps” and “Shadow Steps” parameters of the “MI_Volume_Preview” Material Instance.
Support Email: stdmms@yahoo.com
特征:
- 易于使用的蓝图,将静态网格体转换为纹理切片,可与体积射线行进材料一起使用。
- 4不同静态网格体和处理纹理切片的示例
- 用于预览目的的体积射线-三月材料.
蓝图数目: 1
材料数量: 4个主材料,3个材质实例
静态网格数: 5
纹理数量: 5
网络复制: 非也。
支持的开发平台: 个人电脑
支持的目标构建平台: 个人电脑
重要/附加注意事项:
>静态网格体需要是水密的,没有相交的多边形(适应任何网格体的快速方法是将其转换为Zbrush中的Dynamesh)
>在播放过程中,请远离扫描的网格体,因为自由相机pawn可能会导致工件出现在切片纹理中。
>如果出现小规格(或预览材质中的长线)等任何工件,请调整网格大小、位置或方向。
>如果出现以前切片中的重影工件,请再次运行蓝图。
>如果您遇到任何性能问题,请调整”MI_Volume_Preview”材质实例的”步骤”和”阴影步骤”参数。
支援电邮: stdmms@yahoo.com
This tool aims to remove the need for expensive external packages that convert polygon models to volumes by using blueprints and materials to recreate the texture slices all within UE4 in a quick and easy manner.
This is a simple and easy to use tool that can convert your 3D models into Texture Slices that can be used with a ray-marched volume material! It works by converting static meshes to texture slices – the textures themselves can then easily be exported and used in a wide variety of VFX.
For best results, your models need to be single, watertight geometry and have no intersecting polys (several example models of varied complexity have been provided for guidance). Tests have been done with a human face, mech, cloud and a part of a fractal – all of these have been included as models and as final texture slices.
NOTE: The Ray-Marched Volumetric Material that is used to display the results of the Mesh-To-Volume BP is based on a tutorial done by Ryan Brucks. Some further modifications have been made to make it compatible with newer engine versions (+4.22).
It’s use here is mainly for demonstration purposes of the main Blueprint Function – if that material is the main reason for your interest, please have a look at his tutorial on how to recreate a ray-marched volume material.
For QUESTIONS AND COMMENTS get in touch on out FB Page
该工具旨在通过使用蓝图和材质以快速简便的方式在UE4中重新创建所有纹理切片,从而消除昂贵的外部包(将多边形模型转换为体积)的需求。
这是一个简单易用的工具,可以将您的3D模型转换为纹理切片,可以与光线行进的体积材料一起使用! 它的工作原理是将静态网格体转换为纹理切片-纹理本身可以很容易地导出并用于各种视觉特效。
为了获得最佳结果,您的模型需要是单一的水密几何,并且没有相交的多边形(已经提供了几个复杂程度不同的示例模型以供指导)。 已经对人脸、机甲、云和分形的一部分进行了测试–所有这些都被包括为模型和最终的纹理切片。
注意:用于显示网格到体积BP结果的射线行进体积材料基于Ryan Brucks完成的教程。 已经做了一些进一步的修改,使其与较新的引擎版本(+4.22)兼容。
这里主要用于演示主蓝图函数–如果您感兴趣的主要原因是该材质,请参阅他的教程,了解如何重新创建光线行进的体积材质。
如有任何问题和意见,请与我们联系 FB网页
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