This is so great! Thank you for continually adding videos showing the use of USurfaceMesh! Each one is inspiring to continue to utilize the tool for its many uses! This tool is great! As I was watching this one today, I got to thinking that there are few of the buttons and parameters that are used most often, yet it takes some time to scroll expand and select these options (Ie height parameters, complexity...)... Would you consider making an update to the plugin that would take these most used parameters.. duplicate the buttons, parameters and place them as Params on the top of the list of params or as a “most used” expanded parameter list on the top of the tool menu, this would seem to save time with the selecting and changing the most used parameters. Again great tool and thank you for posting!
@Max3Dev3 жыл бұрын
Thank you for your support. I will try to make it happen so that those tools are at the top just under the main button section so that they are easier to get straight too.
@lz40903 жыл бұрын
Nice. So this works like any other mesh and material after baking, like you can assign LODs? Also can we decimate it and use a tessellation to add more details? thank you
@Max3Dev3 жыл бұрын
Yes. While using the plugin the mesh is procedurally built which allows you to change all of its settings to create unique meshes that fit the surface they are projected onto. Once you hit "Stamp Mesh", the mesh is made into a static mesh asset just the same as all other meshes. The materials included with the plugin are regular materials with world alignment built in and with height blending. There is a base material for the landscape and another one for the meshes. They both support layers (Regular landscape layers and vertex colors for the meshes). You are free after producing the static mesh to use whatever LOD processes you have. You can export out the static mesh asset as an FBX file and import it into any tool that supports FBX files and sculpt it as you wish in your tool of choice. Once you import the new sculpted mesh back into Unreal you can even use the mesh that was stamped to "Place" the new mesh back in place into the level as that stamped mesh knows where its stamp location was and so copies that data to the new mesh. This allows the perfect placement of meshes after editing in a DCC app. If you use the tool to render any textures then you can select to convert the render targets into a static texture and then export those out as well. Vertex colors that are rendered to the mesh (for rock faces etc) are contained inside the mesh when exporting. Thank you.