Features: (Please include a full, comprehensive list of the features of the product)

  •  Merge (combine) and bake material sections
  •  Merge Material Slots
  •  Generate Merged UV maps for merged sections
  • Texture Binning
  • skeletal mesh merging – Runtime and Editor Time – works in a packaged game

Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))

  •  MagicMerge – Editor Module
  • MagicMergeRuntime – Runtime Module

Number of Blueprints: 0

Number of C++ Classes: 10+

Network Replicated: (Yes/No)

Supported Development Platforms: Win64

Supported Target Build Platforms: win64, runtime module should work on all platforms, but i cant test this

Documentation: https://www.youtube.com/watch?v=eQrTQ9iVki0&list=PLMu37UUZwLVBUWmu8KCIZ7YyxS6_raFbT

特点:(请包括一个完整的,全面的产品功能列表)

  •  合并(合并)和烘焙材料部分
  •  合并物料槽
  •  为合并的部分生成合并的UV贴图
  • 纹理分档
  • 骨架网格体合并-运行时和编辑器时间-在打包游戏中工作

代码模块:(请包括每个插件模块及其模块类型(运行时,编辑器等)的完整列表。))

  •  MagicMerge-编辑器模块
  • MagicMergeRuntime-运行时模块

蓝图数目:0

C++类数:10+

网络复制:(是/否)

支持的开发平台:Win64

支持的目标构建平台:win64,运行时模块应该在所有平台上工作,但我不能测试这个

文件:https://www.youtube.com/watch?v=eQrTQ9iVki0&list=PLMu37UUZwLVBUWmu8KCIZ7YyxS6_raFbT










This plugin has 2 main functionalities

  • Mesh Section Baking and merging (static or skeletal meshes) – this is editor only, can drastically reduce drawcalls!

  • Skeletal Mesh Merging – Editor or runtime – works with morph targets and cloth!

Merge material sections and their associated UV maps

  • Just pick material the sections you want to merge

  • it combines and bakes the materials for the sections you select

  • you can configure the merge settings for each LOD independently!

Texture Binning

Merge Skeletal Meshes and physics assets – runtime and editor time

See the feature overview here: https://www.youtube.com/watch?v=44IltlG8aYs

In depth tutorial playlist that goes over how to use all the features: https://www.youtube.com/watch?v=eQrTQ9iVki0&list=PLMu37UUZwLVBUWmu8KCIZ7YyxS6_raFbT

Did you find bugs or have Questions before you buy? visit the support server: https://discord.gg/TaySMET9C7

Limitations

  • Cloth Sections cannot have their materials merged

  • UDIM materials cannot be merged, but they can be baked out via experimental UDIM baking feature

  • Generally, you should not merge masked/translucent materials with opaque materials

  • you still can but the results are mixed, works good for far LODs though

  • However, you can merge multiple translucent/masked materials together

  • you may need to adjust the base material lighting settings afterword to get the best lighting match with the original material type

  • with some meshes the normal maps bake too strong, there is a custom parameter in the flatten material instance you can use to adjust the normal strength as needed. I am not sure why this is happening and its inconsistent, if you have any idea, please let me know.

这个插件有2个主要功能

  • 网格体部分烘焙和合并(静态或骨架网格体)-这只是编辑器,可以大大减少drawcalls!

  • 骨架网格体合并-编辑器或运行时-与变形目标和布料一起工作!

合并材质部分及其关联的UV贴图

  • 只需选择要合并的部分

  • 它结合并烘烤您选择的部分的材料

  • 您可以单独配置每个LOD的合并设置!

纹理分档

合并骨架网格体和物理资源 -运行时间和编辑器时间

请参阅此处的功能概述: https://www.youtube.com/watch?v=44IltlG8aYs

深入教程播放列表,介绍如何使用所有功能: https://www.youtube.com/watch?v=eQrTQ9iVki0&list=PLMu37UUZwLVBUWmu8KCIZ7YyxS6_raFbT

在购买之前,您是否发现了错误或有疑问? 访问支持服务器: https://discord.gg/TaySMET9C7

限制

  • 布料部分不能合并其材质

  • UDIM材质无法合并,但可以通过实验性UDIM烘焙功能烘焙出来

  • 通常,您不应将遮罩/半透明材质与不透明材质合并

  • 你仍然可以,但结果是混合的,对远的Lod来说效果很好

  • 但是,您可以将多个半透明/遮罩材质合并在一起

  • 您可能需要调整基础材质照明设置后字,以获得与原始材质类型的最佳照明匹配

  • 对于某些网格体,法线贴图烘烤过强,在展平材质实例中有一个自定义参数,您可以根据需要调整法线强度。 我不确定为什么会发生这种情况及其不一致,如果您有任何想法,请告诉我。

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