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Why would that create a radial fog? I'm a bit confused
11 years ago
I've planned to make a video on the differences between UDKs material editor and SF after 1.0 is out, which will include the nodes as well :)
It's not ideal, but it's a *very* cheap effect, as it's only using readily available data.
The issue is that in shaders, individual vertices don't know whether or not other vertices are in the same location, which is exactly the case on hard edges. Vertices only have a single normal, so, on hard edges, their normal direction is just the one of the triangles it's associated to.
There is no ideal solution, but there are ways of getting the ideal looking one, with some limitations
The first two are solutions on my end, the third is something you can do now already:
1. Be able to switch outline mode to "Scale" instead of "Normal offset". Essentially works by scaling a copy of the object, and reversing its face normals. The limitation with this is of course that it only works on convex objects that are near-spherical or cuboidal. So, in your case, the "Scale" method would work.
2. Use vertex colors as normals. This would require baking normals to the vertex colors, which would be required by asset creators in a program such as Maya.
3. Make your meshes 100% smoothed - make tiny bevels at hard edges to make them look sharp, while keeping the mesh smoothed, which will make sure the outline is fully connected.
I think #1 and #2 are viable options for me to implement in SF at some point, but #3 should work right now :)
The issue is that in shaders, individual vertices don't know whether or not other vertices are in the same location, which is exactly the case on hard edges. Vertices only have a single normal, so, on hard edges, their normal direction is just the one of the triangles it's associated to.
There is no ideal solution, but there are ways of getting the ideal looking one, with some limitations
The first two are solutions on my end, the third is something you can do now already:
1. Be able to switch outline mode to "Scale" instead of "Normal offset". Essentially works by scaling a copy of the object, and reversing its face normals. The limitation with this is of course that it only works on convex objects that are near-spherical or cuboidal. So, in your case, the "Scale" method would work.
2. Use vertex colors as normals. This would require baking normals to the vertex colors, which would be required by asset creators in a program such as Maya.
3. Make your meshes 100% smoothed - make tiny bevels at hard edges to make them look sharp, while keeping the mesh smoothed, which will make sure the outline is fully connected.
I think #1 and #2 are viable options for me to implement in SF at some point, but #3 should work right now :)
I think I've already used that one : <
I can't open the version control. I presume it's because I'm missing the team license?
How is your Unity version control system set up?
Could you write a step-by-step on how I would set it up and replicate it?
Could you write a step-by-step on how I would set it up and replicate it?
Seems like a Unity limit, but there are ways of overriding that, which SF doesn't have an implementation for at the moment
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