Bristle brush issues when imported using Unity Toolkit/SDK
Using this brush in a project in unity causes the brush strokes to disappear the further away you get and you have to be very close to the piece for it to look as it should. Using icing or hull behind it helps but it is still not a proper representation of the artwork using that brush.
116 Replies
It's worth having a support post on this so I can track all the info in one place.
@cattasraafe Can you remind me what you said about it being OK if the sketch was exported in older versions of Open Brush?
I had been asking if a version difference might have an effect.
Say if a project started in tiltbrush and was finished in openbrush.
Would that project have any issues with current versions of unity or openbrush.
No idea at the moment.
https://discord.com/channels/783806589991780412/783806589991780415/1061685751135359079 Thanks again @cattasraafe !
Here's my result from an old sketch:
Changing alpha cutoff to zero does this:
(which is exactly what I would have expected it to do)
andy set mine to .08 and its seems to be a sweet spot
Is that different to the behaviour you're seeing? Is this the correct brush type? (Coarse Bristles)
I'm going to need more info. A quick test on a simple scene with 1 bristles stroke in it doesn't seem to have any problems but I might be doing something different to you @cattasraafe @zandyxr
Multiple brush strokes are the issue. Can send a screenshot before/after
A simple example scene would be best if you can
I cant right now Im super behind but this is .23
different distances same model
same shots at .08 (pretty much same distance)
if you bring it to zero it goes blocky
can help more tomorrow if needed....
I will double check mine again asap. I just did some hard drive swapping and reinstalled the OS so I'm still getting software out back on.
No idea what I'm looking at there. The panda? The bamboo? It all looks pretty much the same.
It's like playing "Where's Wally"!
You know exactly what's wrong because you painted it but I just see cute pandas 😉
the panda disappears
Doh! I sucked at Where's Wally too.
lol and you can see the bristle brush on the panda? 😉 😂
not really but i never use that brush so i don't know what to look for
Send me the glb or tilt when you have a chance
Can confirm setting to Zero looks like trash up close.
Second image is 0.05
It was quite a hunt but I think I've found the issue. There's a slight difference in the image import settings between Open Brush and the SDK/Toolkit.
OB:
SDK:
Ticking that checkbox and clicking "Apply" seems to fix it for this brush.
@cattasraafe @zandyxr can you try that and report back?
So it’s just mipmaps
yeah. which explains the distance thing
This is an import settings for everything or just leaves? Also I have no idea where the import settings are 🙂
Just find the leaves.png file in the Coarse Bristles folder (use the project window search) and highlight it. Settings appear in the inspector on the right. Change it, hit apply, done.
I think mine didn't do anything since I changed the Alpha cutoff in the course bristle properties already
But I did just use that same setting in the maintexture.png on the dots brush and they look amazing now!!
Trying to figure out an easy way to find all the significant differences between OB materials and those in the SDK. This definitely accounts for some of them.
Sorry for the delay. Swamped yesterday. Can check today if you still need me to test as well. Wonder if it should be checked on for all if Cattasraffe found it to be good with other brushes. @cattasraafe are you using glb as well or fbx? @andybak I know it was mentioned in another support thread but GLBs are still not perfect. Had brush strokes missing in another one yesterday when importing to the gallery.
just using glb atm. I'm still new to all of this. I've been looking at the other brushes and not all of them have the alpha cutoff under that mipmaps option.
I've not seen the fbx file. What's the difference?
Wonder if it should be checked on for all if Cattasraffe found it to be good with other brushes.It should be checked on for all brushes that have it checked on in Open Brush - the aim is to match Open Brush as closely as possible. I'll get around to making a list.
Had brush strokes missing in another one yesterday when importing to the gallery.The only issue like this I'm aware of was related to the "large mesh" feature which we rolled back. If that's not the issue then please make a new forum post about it.
@andybak could you post a snip of the Openbrush Smoke maintexture.png properties?
and thats OB not SDK?
I found some smoke settings I want to test.. would it be confusing if I post some images here when I do?
Unity before smoke settings change
After settings change
Looks a little better as far as thickness goes.. but its got a weird blockness to it that moves when you are looking around in play mode(VR mode) whatever its called when you hit the play button and look around.
Yep
Course bristle brush and dots are looking better. Working on smoke next.
Does Smoke differ to how it looks inside Open Brush?
If so - the main thing would be to figure out exactly why and solve that.
of the first two images the first one is open brush and the second is glb in unity
but the png settings are the same - so it must be something else
The 3rd is unity after I change some settings in the maintexture.png
Yeah was weird they they were the same and looked different. Not sure what source should be looked at.
It's probably not something you could do on your own
Of course - it depends what you want to achieve. If you don't mind having your own custom tweaked version of Toolkit then you can do anything you want. However it will make life complicated for you in future when we update the official Toolkit
My goals are more specific - "find differences between OB and Toolkit, figure out the cause and fix them if possible"
Oh yeah I won't be tweaking the tool kit. I'd like to help find the differences as well. Finding the differences would be more useful to everyone.
Not sure what source should be looked at.My strategy was to change anything that might be related and if it worked, compare the settings with those inside OB
Wow big difference there!
It's a big difference, but it's not useful since it seems like OB and SDK settings for smoke are the same.
Plus the settings I found that make the smoke thicker also kinda make it look bad.
@andybak Ignore the glb issue. Just deleted it. It was due to Mylar acting like icing again as soon as I used your material fix it was all good
Finally got around to writing a script to find all textures that need this setting on. 34 of them:
I'll get this updated this week.
Thanks so much Andy!!!
Just pushed a new release that hopefully fixes this: https://github.com/icosa-gallery/open-brush-toolkit/releases/tag/v24.0.0
GitHub
Release Unity SDK: v24.0.0 · icosa-gallery/open-brush-toolkit
Important
Download and install open-brush-toolkit-UnitySDK-v24.0.0.unitypackage from the link below.
If you get the errors "The type or namespace name 'Newtonsoft' could not be found&q...
I'm trying this out now on a fresh project and a GLB exported from the Beta branch of Openbrush
The course bristle's are no longer fading away.
Awesome thanks so much andy!!
omg mylar andy! The effect is gone in this one 😢
Gotta fix mylar! 😱 🙏
Mylar is experimental. We never had support for mylar in the official SDK/Toolkit
I'll have to update my fork of the toolkit that has experimental brush support
THanks so much! use that brush a lot.
the shaders dont work at all now though either. they are like icing plain and blahhhhh
sorry. i don't understand.
The Mylar is showing as just plain white like icing.
No sheen
but you're using the version of SDK/Toolkit that doesn't support experimental brushes, aren't you?
The one you just gave me does
All of the experimentals are there
This?
Yes the one today
Mylar was on it
Mylar is an experimental brush, right?
And that is the official version of SDK/Toolkit - not the unofficial one with support for experimental brushes?
or am I getting confused somewhere!
Yes it’s experimental but the OBTK that you just posted has experimentals on it but the mylar shader is no longer correct
Too many versions lol
Should I make a separate post for the smoke, since the bristle brush is working now?
Yes it’s experimental but the OBTK that you just posted has experimentals on it but the mylar shader is no longer correctThe OBTK I posted is definitely not experimental. At least it shouldn't be. What makes you think it is? Yes please
Because experimental brushes are included? Lol. I saw them. Can test in an hr or so…. Blowing off steam in COD
You'd have to explain what you mean by "included"
let me know what you find when you've got time to look
The brushes are showing up in the OBTK you just posted. I can select the brush types and Mylar etc are included however the shaders are wrong for Mylar. Didn’t try the others
GitHub
Release Unity SDK: v24.0.0 · icosa-gallery/open-brush-toolkit
Important
Download and install open-brush-toolkit-UnitySDK-v24.0.0.unitypackage from the link below.
If you get the errors "The type or namespace name 'Newtonsoft' could not be found&q...
This one
"I can select the brush types" - screenshot? not sure where you're selecting or what you're selecting
I can think of about 5 things that could mean!
Always best to say "I clicked on x" where x is the actual name of the button or menu item or whatever.
I've got the project open here and there's no files at all called "Mylar":
Did you start a new project? Maybe the Mylar files are there from earlier?
Give me 20 min
It wasnt a new project. I removed the old TBT and installed the one you have there
Which of course....corrupted on me. My own fault. Just reinstalling a backup
I removed the old TBT aYeah - it would depend how exactly you removed it. It's not necessarily obvious. There's three directories to delete if you want to be sure
ok so that is probably what happened. I just removed it from the Project folders then installed your new one
So when I selected material I could see mylar still there but it looked like icing
Im sorry for any confusion
In the future where would I delete the directories as well?
You're probably always better off starting a new project if you're switching Toolkit/SDK versions. It's probably not going to happen that often.
ok good to know
Anyway good news - I've added an "official" version that supports experimental brushes: https://github.com/icosa-gallery/open-brush-toolkit/releases
GitHub
Releases · icosa-gallery/open-brush-toolkit
Scripts and assets that help you use Open/Tilt Brush data in your creative projects. - icosa-gallery/open-brush-toolkit
Thank you so much andy. Truly appreciate you.
So the process to install that if there's already a toolkit present? Or is that entirely in unity?
If you wanna play it safe, close Unity, delete all toolkit files then open unity and reimport the toolkit
I think all toolkit files are just the three folders:
Editor, ThirdParty and TiltBrush
The only complication is if you've added your own stuff to any of those - or if you're using another add-in that does.
We should really move all our stuff into a single root folder so it's easier to remove.
So just delete those three folders entirely, then reimport the new toolkit?
Yeah. Although starting a new project is still the cleanest way
So new project, import tilt brush, then import the toolkit.
So, the toolkit is separate and just stayed with the other versions as I moved the files?
So, the toolkit is separate and just stayed with the other versions as I moved the files?
Not sure what you mean by "import tilt brush".
My suggestion was: 1. New project 2. Import toolkit/SDK 3. Import your own files. (Gltfs, 3rd party plugins etc)
By new project, you mean new project in unity correct?
I was asking:
at what point do I import, say the latest code version (and does that have the toolkit in it)?
Think I'll just jump into it can't break too much
:: I didn't break anything but definitely didn't do it right.
1. Created new project 2. Imported tilt brush package 3. Unclear how to proceed. Dragged the files in 1.0.217 into unity assets folder, which obviously was incorrect
1. Created new project 2. Imported tilt brush package 3. Unclear how to proceed. Dragged the files in 1.0.217 into unity assets folder, which obviously was incorrect
You never import toolkit into code version of open brush
I'm totally confused.
Me too. What are you trying to do?
Why do you want to use toolkit at all?
Objective: Get the version with the current 3d recording fix, and add the latest version of toolkit to it
Because of the tools in it, and presumably something about a fix for exports was my impression
This is a fix for toolkit. Do you even use toolkit?
Doesnt' that contain most of the files in the open brush pulldown?
Toolkit had a bug. Not Open Brush
Ok, so that is completely external. Not relevant if I'm trying to add my custom brushes to make them exportable with gltf?
Correct
Yet it's part of the code version, what does it do?
I was under the apparently mistaken impression that I could enumerate my brushes and they would export to gltf,
think I had partial success with it at one point. Apparently, I'm misrembering what I did
Unless you're using toolkit then this bug won't affect you. Simple as that.
what does Toolkit>Export brushes to toolkit actually do?
It's meant to help in updating the code in the toolkit to match OB but I'm not sure it's correct any more.
Unfortunate. i thought it would add additional brushes found inside the assets folder to the gltf manifest.
For some reason I thought I'd been able to do that successfully in a set where I had full materials set up.
So I was hopeful the new fix for exporting glbs would actually work for that purpose
Any idea where I'd start with that process?
Also the new version has this fix:
"Workaround for error importing some glbs produced by Open Brush (Error message was "bin length%4")"
Is that also resolved?
Is that also resolved?Yes. That specific error when using the toolkit/sdk is fixed. "Toolkit>Export brushes to toolkit" might well work for you. I'm just not confident enough to use it for the official SDK/Toolkit release.
Ok, so sounds like I might want this? I'm mostly trying to figure out what I need to download and what I need to change.
Not sure if there's any builds with this integrated yet?
Not sure if there's any builds with this integrated yet?
With what integrated?
The toolkit version with the glb fix + version that has 3d recording fixed