Paint holes unity что это
Use the Paint Holes tool to hide portions of your Terrain The landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary . It allows you to paint openings in the Terrain for formations such as caves and cliffs.
To access the tool, click the Paint Terrain icon, and select Paint Holes from the drop-down menu.
Paint Holes tool in the Terrain Inspector
To paint holes, click and drag the cursor across the Terrain. To erase holes from the Terrain, click and drag while holding down the Shift key. Use the Brush Size slider to control the size of your tool. The Opacity slider determines the strength of the Brush when you apply it to the Terrain.
Internally, Unity uses a Texture to define the opacity mask for a Terrain surface. When you use the Paint Holes tool to paint on a Terrain, it modifies this Texture. Thus, any holes you paint are visible only if the Terrain Material you use clips or discards texels based on this mask.
Because this tool uses a Texture, you might see aliased edges surrounding holes you paint. Therefore, for example, when you make a cave, you might choose to hide the aliased edges of the hole with other geometry such as rock meshes.
Terrain holes work with lighting, physics, and NavMesh A mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. More info
See in Glossary baking. Unity discards the Terrain information in areas where you paint holes to ensure accurate lighting, Terrain Colliders An invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary , and baked NavMeshes.
To support physics Colliders, the resolution of the hole’s mask Texture is equal to the resolution of the Terrain’s heightmap A greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
See in Glossary - 1.
Use the Paint Holes tool to hide portions of your Terrain The landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrain’s Inspector window to create a detailed landscape. More info
See in Glossary . It allows you to paint openings in the Terrain for formations such as caves and cliffs.
To access the tool, click the Paint Terrain icon, and select Paint Holes from the drop-down menu.
Paint Holes tool in the Terrain Inspector
To paint holes, click and drag the cursor across the Terrain. To erase holes from the Terrain, click and drag while holding down the Shift key. Use the Brush Size slider to control the size of your tool. The Opacity slider determines the strength of the Brush when you apply it to the Terrain.
Internally, Unity uses a Texture to define the opacity mask for a Terrain surface. When you use the Paint Holes tool to paint on a Terrain, it modifies this Texture. Thus, any holes you paint are visible only if the Terrain Material you use clips or discards texels based on this mask.
Because this tool uses a Texture, you might see aliased edges surrounding holes you paint. Therefore, for example, when you make a cave, you might choose to hide the aliased edges of the hole with other geometry such as rock meshes.
Terrain holes work with lighting, physics, and NavMesh A mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. More info
See in Glossary baking. Unity discards the Terrain information in areas where you paint holes to ensure accurate lighting, Terrain Colliders A terrain-shaped collider component that handles collisions for collision surface with the same shape as the Terrain object it is attached to. More info
See in Glossary , and baked NavMeshes.
To support physics Colliders An invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
See in Glossary , the resolution of the hole’s mask Texture is equal to the resolution of the Terrain’s heightmap A greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents.
See in Glossary - 1.
Unity3D & CG / Unity 3D запись закреплена
Никита Ткач
По-моему полезная фича
Артем Олегович
Никита Ткач
Алексей Ветров ответил Никите
Алексей Ветров ответил Никите
Никита, ИМХО, пещеры по факту должны быть спец. местом и очевидно если продукт не про их гениальную процедурную генерацию и прочие радости жизни, то сие костыль - лучшее решение
Александр Влазнев ответил Алексею
Алексей, лучшим решением будет свою модель сделать. Этот террейн как был неоптимизированным, устаревшим, и неудобным костылем, так и останется
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What about doing the opposite?
I mean, painting texture on a completely transparent object?
Make the mask initially black, and paint with white color.
I have assigned shader to multiple objects . when i edit one object all other objects also get erased..
may be thats sound silly I am a new to unity. please help
I think it happens because if you place the same script on multiple objects and you paint one object, other objects will also register the raycast hit as true and will erase from that same position where it hits on the other object..
so should modify the script and move it to camera..(and then paint on the raycast hit target only)
or for a quick test, in the current script should check when the raycast is hitting, that is the hit target same as this object..
what modification s are neede so as to attach it to the camera… just want to say that your script is superb…
I did necessary changes and attached to the camera but still it doesnt work… it fails to do following part
Vector2 pixelUV = hit.textureCoord;
pixelUV.x *=tex.width;
pixelUV.y *=tex.height;
tex.SetPixel((int)pixelUV.x,(int)pixelUV.y, Color.black);
tex.Apply();
HI, How do we know if object is completely Erased or not.?
Every time you paint, could check that if pixel is not painted color, then increase pixel counter.. (until pixel counter equals total all pixels)
Or after each click, go through all pixels and see which ones are painted and which ones not.
Would be faster to use SetPixels32() array (and check from the array), instead of the invidual SetPixel()/GetPixel()
Unfortunately no time at the moment..
Try first yourself, post results/question in Unity forum, so others can help also 🙂
ok thanks i will try 🙂
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How can I make a hole in an object with Unity 3D? I've something like this object and I want to make a hole in it.
\$\begingroup\$ Do you wish to make the hole in the editor or during gameplay? Unity does not have a built-in feature for the former, nor an easy function for the later. However, both can be achieved via code. \$\endgroup\$
\$\begingroup\$ Do you want any old random hole in it or a distinct predefined hole at a specific location? \$\endgroup\$
4 Answers 4
You can't. Unity does not have CSG modeling options. You're going to either:
- construct your cylinder out of smaller parts
- model it in another program
- programmatically rebuild the mesh geometry at runtime. WARNING: ADVANCED TOPIC
\$\begingroup\$ In the advanced topic helm, there is also the option of coding a script to add that function to the editor. \$\endgroup\$
\$\begingroup\$ @MAnd true enough, and I've used one such tool. It was a pain in the arse to use (at least, the free version, which lacked a number of features). I'd categorize that as an "advanced topic" even within the advanced topic. \$\endgroup\$
Not directly. But there are several ways to achieve this:
Use a voxel engine. Then you can have objects that has some kind of "molecules". You can deform them in runtime.
You may build your object in parts, and then attach them together in Unity, so you can create a hole by simply removing the part in the middle.
As of 2020, you can do this with ProBuilder's (experimental) Boolean CSG Tool.
- Install ProBuilder in Window > Package Manager.
- Enable Experimental Features in Edit > Preferences > ProBuilder.
- Select two PRoBuilder objects.
- Tools > ProBuilder > Experimental > Boolean
- Change Operation to Substraction (there's also Intersection and Union, BTW) and Apply.
A new object will be created. Works great with simple shapes so far:
The woman in the video cuts custom shapes out of the plane. You can do it out of other objects too. Before you try it, make sure to install everything she tells you to in the beginning and learn how to insert an edge loop (basically a carved line) on your object at 10:05.
Personally for me, ProBuilder refused to work. I was able to load Pro Builder, but it wasn't showing my assets to add to the subtraction method. I'm using Unity 2020.1.14f1
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