Procedural Ivy in Unity

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  • เผยแพร่เมื่อ 24 มี.ค. 2022
  • Last summer we were involved in a really special project.
    Niantic and Playcraft organized a Jam to test the Niantic AR framework called Lightship.
    Our job was to create something using the Lightship API and provide them with feedback.
    One of the main features we developed for our application was a procedural Ivy that covers the world around you.
    Today we are going to show you how we created this on Unity.
    Models:
    sketchfab.com/3d-models/ancie...
    www.mixamo.com/#/?page=1&type...
    sketchfab.com/3d-models/old-r...
    sketchfab.com/3d-models/besie...
    sketchfab.com/3d-models/the-m...
    GitHub:
    github.com/ToughNutToCrack/Pr...
    Discord:
    / discord
    Instagram:
    / tntcproject
    Twitter:
    / tntcproject
    Twitch:
    / tntcstreaming
    WEBSITE:
    toughnuttocrack.it/
    FACEBOOK:
    / toughnutocrack
  • เกม

ความคิดเห็น • 28

  • @b3armonk
    @b3armonk ปีที่แล้ว +4

    Words cannot describe how amazed am I at your channel's work. And you selflessly gave everything away for free! No gatekeeping! You are advancing the gaming industry forward!!!

    • @TNTCProject
      @TNTCProject  ปีที่แล้ว +1

      Thank you so much for your words, too kind!

  • @AlexBlackfrost
    @AlexBlackfrost 2 ปีที่แล้ว +2

    Amazing work, guys, it looks great. I learnt a lot with your video!

    • @TNTCProject
      @TNTCProject  2 ปีที่แล้ว +2

      Thank you Alex, glad you like it :)

  • @Baraborn
    @Baraborn ปีที่แล้ว

    Awesome!

  • @BarcelonaMove
    @BarcelonaMove 2 ปีที่แล้ว

    Wow thats crazy shit man!
    Thank you a lot for sharing it without putting any paywall, you are dope!

    • @TNTCProject
      @TNTCProject  2 ปีที่แล้ว

      Thank you so much, happy to be useful :D

  • @xinoHITO
    @xinoHITO 2 ปีที่แล้ว

    This is incredible! Really amazing work! Hope this comment appeases the algorithm so more people see this!
    PS. Just an idea... Imagine applying the ivy to surfaces to make them climbable or make a character climb on them.

    • @TNTCProject
      @TNTCProject  2 ปีที่แล้ว

      Thank you so much, very kind!
      Yeah, creating a concept around it is a great idea 🔥

  • @mat-qt4fq
    @mat-qt4fq 2 ปีที่แล้ว

    So you generate all geometry directly after the initial cast, and then offset vertex positions and switch transparency on and off?

  • @Pachink0P
    @Pachink0P ปีที่แล้ว +1

    That looks great!!!!
    Can it be used on editor or is it strict to runtime??
    Can be a great level creation tool :)

    • @TNTCProject
      @TNTCProject  ปีที่แล้ว +1

      Hey. You can use it at runtime and then use the fbx exporter to create a mesh with the selected objects 🙌

    • @TNTCProject
      @TNTCProject  ปีที่แล้ว +1

      So yes, it is possible!

    • @Pachink0P
      @Pachink0P ปีที่แล้ว

      @@TNTCProject magnificeeeent

  • @Dehakuzo
    @Dehakuzo 2 ปีที่แล้ว

    Any tips for transferring this to URP? This work is amazing though, the ivy wraps so satisfyingly.

    • @TNTCProject
      @TNTCProject  2 ปีที่แล้ว

      Thank you! The graph version of the shader should be pretty easy to implement, we would probably share an implementation in URP.

    • @TNTCProject
      @TNTCProject  2 ปีที่แล้ว +2

      We've created a URP version of our Ivy shader using the shader graph. Hope this can be helpful :)
      github.com/ToughNutToCrack/ProceduralIvy/releases/tag/URP

    • @Dehakuzo
      @Dehakuzo 2 ปีที่แล้ว

      @@TNTCProject Oh this is delightful, Thank you! The growing and blooming animations are delightful to see!

  • @scraub8913
    @scraub8913 2 ปีที่แล้ว

    I'm not at a point to use this, but I want to at some point. This is cool.

  • @quadriproduction
    @quadriproduction 2 ปีที่แล้ว

    Look greatGood Work but I see shaders are just for build in..Do you plan upgrades for urp and hdrp?

    • @TNTCProject
      @TNTCProject  2 ปีที่แล้ว

      Thanks :)
      Yeah, it is for the built-in, but the graph version should be pretty straightforward to implement in URP.
      We will probably share a simple version of it :D

    • @quadriproduction
      @quadriproduction 2 ปีที่แล้ว

      @@TNTCProject Thanks for reply..yeah use graph will be better than write pure hlsl because campatibility

    • @TNTCProject
      @TNTCProject  2 ปีที่แล้ว

      @@quadriproduction We've created a URP version of our Ivy shader using the shader graph. Hope this can be helpful :)
      github.com/ToughNutToCrack/ProceduralIvy/releases/tag/URP

  • @jfotso
    @jfotso 2 ปีที่แล้ว

    How would you go about changing parts of mesh texture at runtime

    • @mat-qt4fq
      @mat-qt4fq 2 ปีที่แล้ว

      You can access a Material and its shader at runtime. There you go, that's how you do it

  • @Rafale25
    @Rafale25 ปีที่แล้ว

    Couldn't you write the isOccluded function like this instead ?
    bool isOccluded(Vector3 from, Vector3 to) {
    Vector3 dir = to - from;
    Ray ray = new Ray(from, dir.normalized);
    return Physics.Raycast(ray, dir.magnitude);
    }

  • @jacquezkhmediumgamer2002
    @jacquezkhmediumgamer2002 ปีที่แล้ว

    So you can transfer this to Unreal Engine