That’s great and organized. Here’s a challenge: how do you handle the paintbrush effect on a corner, giving that you are using UVs, and you will only paint on the hitUV but the neighboring UV on the facing corner is a on a different UV island? In real life, the spray would affect the perpendicular-facing faces, but not here. Sphere/cube trace doesn’t work
Just use multiple sphere trace instead. Then u will have several overlapping points. As u can read hit normal, then u can build up logic how to handle it. Lets say if hit returns same angle it means no corner, so then u can paint point between all hits, to get the centre point, if we have different angles - paint several points with extra radius or smth like this. It just one way to make it work. Not perfect, but can be valid
i've dabbled in runtime texture painting a lot and can say: "Draw Material To Render Target" is not optimal if you're drawing continuous strokes or lots of spots at once. It severely hurts FPS, "Draw Texture To Render Target" on the other hand is significantly lighter with barely any cost and would be cheaper to just do any material-based effects to the drawn texture on the material you are drawing on, rather than in a material you draw with.
I may say that it doesn’t hurt much unless it really causes performance drop and telemetry shows it. But once u start noticing things - then u need to find cheaper way to do it. Texture is simple yet it can’t be modified much when material can. All depends on feature and what we need from this feature.
Complete project here on Patreon:
www.patreon.com/posts/dynamic-mesh-in-117831136
That’s great and organized. Here’s a challenge: how do you handle the paintbrush effect on a corner, giving that you are using UVs, and you will only paint on the hitUV but the neighboring UV on the facing corner is a on a different UV island? In real life, the spray would affect the perpendicular-facing faces, but not here. Sphere/cube trace doesn’t work
Just use multiple sphere trace instead. Then u will have several overlapping points. As u can read hit normal, then u can build up logic how to handle it. Lets say if hit returns same angle it means no corner, so then u can paint point between all hits, to get the centre point, if we have different angles - paint several points with extra radius or smth like this. It just one way to make it work. Not perfect, but can be valid
@@YourSandbox thanks!
i've dabbled in runtime texture painting a lot and can say: "Draw Material To Render Target" is not optimal if you're drawing continuous strokes or lots of spots at once. It severely hurts FPS, "Draw Texture To Render Target" on the other hand is significantly lighter with barely any cost and would be cheaper to just do any material-based effects to the drawn texture on the material you are drawing on, rather than in a material you draw with.
I may say that it doesn’t hurt much unless it really causes performance drop and telemetry shows it. But once u start noticing things - then u need to find cheaper way to do it. Texture is simple yet it can’t be modified much when material can. All depends on feature and what we need from this feature.