![]() ![]() ![]() ![]() Then I go to the Project window for that material file and manually set the color value to a brighter / more intense one in the same color shade. Step #1: I begin by using Voxel Importer's built-in "Save" material feature to produce the second material that I will use as the bright color for the light. Not sure if this is the proper way or not but I've learned to use two separate Materials for Emission colors if I plan to control them through a script like turning lights on and off. and also for reference purposes in case I forget what I did later on, I would like to share here the technique that worked for me in controlling lights on an object. I've accidentally checked Lightmap Static under Mesh Renderer component which I really do not want.īecause of how thankful I am on how fast the developer answers questions and cares for this product. has big change with Unity update, so always check the Unity document.įigured out my problem. This is a Unity update, so you need to check the Unity documentation.Įspecially light map etc. There is a change in the update of Unity.įor example, it is impossible to set the Emission color unless you enable Emission checking. The video is created in the state of Unity 5.4.0, etc. Uncheck this if you want to set the material by Unity yourself. Updating with 'Load From Voxel File' enabled means that all materials are recreated from vox.They are facing Y -, and the character of the image is for Y +. Please check chr of sample data of MagicaVoxel. In other words, it is correct to flip the current data with MagicaVoxel. Voxel Importer conforms to the same result as importing obj data exported from MagicaVoxel into Unity. There are differences depending on software like this. Each of the 3D tools often has different basic axes, rotation directions, and so on.Is that really how it works? Do I need to uncheck "Load From Voxel File" before generating the newly assigned materials? I noticed the default values/layout in the Lighting tab were also different from those in your old tutorial so its kind of difficult to find the correct settings. If I forgot to uncheck the "Load From Voxel File" in the Inspector tab and I switched to the Lighting tab then clicked Generate Lighting, all of my previously assigned materials in the Shader section disappears and loads those that were originally set when I imported the model from MagicaVoxel. Secondly, when I tried following your video tutorial when assigning Materials, I experienced a bug somewhat. In Mixamo, importing and exporting works correctly in FBX and it also automatically resizes the model for use in Unity. Is there a way to correct this within Voxel Importer? Pls. Anyhow, I found out that upon importing a model from MagicVoxel, it seems the rotation is reversed/wrong. Bought Voxel Importer a couple of days ago so I am still trying to learn how to use it in Unity 2018.1. If on the other hand the platform can handle UInt32 indices, the asset will generate you a single mesh.Thanks for creating this thread. In this case it will split the resulting mesh into several meshes. The asset design allows you to import objects with more than 65k vertices even if your platform doesn't support it. The Voxel Toolkit generates high quality meshes with a greedy algorithm which provides both fast generation and low poly count mesh output. The feature enables you to set up look and feel of your meshes in MagicaVoxel and immediately achieve a very similar result in Unity. This is far more efficient than using textures because of the lower bandwidth required, resulting in far faster rendering. which are encoded directly into your mesh. The asset supports MagicaVoxel built-in material properties, for example: Emission, Transparency, Metallicity, etc. The asset uses highly performant algorithm which incorporates Jobs and Burst making importing your assets blazing fast. ![]() The asset can also optionally generate light-mapping UV2 texture coordinates and MeshColliders. ![]()
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