This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Vertex Animation Sample

This material graph sample demonstrates how to use a vertex animation texture in UNIGINE.

Vertex animation can be baked into a texture via one of the modern DCC tools (the example contains textures baked in Blender) and then exported as a set of several files: a geometry file (.fbx) and texture files: textures for the model and textures storing animation (an .exr texture with position offsets and a .tga texture with normals). Then these files are imported into UNIGINE to create the material graph.

The textures with animation are imported with the following settings:

Position offsets texture Normals texture
  • Image Type: 2D
  • Image Format: RGBA16F
  • Mipmap Type: Box
  • Mipmap sRGB Correction: Enabled
  • Image Type: 2D
  • Image Format: RGB8
  • Mipmap Type: Box
  • Mipmap sRGB Correction: Enabled

Albedo and Roughness data for the Vertex Animation material are sampled via the Sample Texture node from the provided albedo and shading textures with accordance to the specified UVs (the Vertex UV 0 node). The Roughness data is also multiplied by a roughness coefficient after sampling.

Object-space Normal data for the material is obtained by blending of tangent-space normals sampled via the Sample Texture node from the provided normal and animation normal textures and subsequent transforming the output tangent-space normals to the object-space ones (the Rotate Space node).

At that, when sampling of the animation normal texture is performed, the original UV is modified as follows: the U coordinate is provided by the Vertex UV 1 node, the V coordinate is the time multiplied by the animation speed. After sampling, vertex interpolation is performed (the Vertex Interpolation node).

Vertex Position data for the material is sampled via the Sample Texture node from the provided position offsets texture according to the UV that is modified as follows: the U coordinate is provided by the Vertex UV 1 node, the V coordinate is the time multiplied by the animation speed. After sampling, the data is multiplied by the vertex offset intensity and then added to the Vertex Position.

The result
Last update: 10.10.2022
Build: ()