Brush Editing Build
I just pushed a new build. Give it an hour and see if the original links work. Let me know if not.
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@AncientWorlds pointed out to me that those links weren't updating. They were still pointing to the old repo.
Not sure if you downloaded a build the other week but if you did it was probably fine - albeit based on an older version of Open Brush.
The links are now fixed to point to the current version. The only difference is that it's based on the current version of Open Brush
I'm definitely psyched about this. I've wanted to build into this for a while now
I created new PNGs in photoshop to change brushes like the Stars and Splatter brushes but the images aren’t in the list. I was able to use the PC version of this build to work by modifying brushes with the included png maps of brushes but none of my image maps in my local folders show up in the list. Suggestions?
Can confirm this is a bug. I've got fixes for this and a few other issues on the way.
okay cool...I think brush editing is going to be a big hit once it's integrated fully. Glad to test it out.
I agree. I love using edited brushes
When I was using Unity, I discovered Brush in create. Would this allow me to import a new customised Brush into OpenBrush?
Is there a published way to create a customised Brush anywhere? It would be helpful if you could tell me.
This allows editing existing brushes. The textures/maps you want to use have to be in a subfolder of your brushes folder.
Typically I'll make a base image and use normalmaps online to make the other maps. Any generator which makes the maps will use.
At the minimum you'll need an Albedo and a normal map, depends on what brush you want to do.
There's a tutorial here
https://lachlansleight.medium.com/customizing-tilt-brush-6e9a63bd5425
@Mana If you want to get into seriously modifying them you can create shaders, and modify various brush attributes in unity.
Adding shaders is not going to be of much use outside of the headset, as I have no idea how to get that information into something into the appropriate manifest.
There's brushes listed here *(example file with toolkit in my moonsharp230testing install)
S:\Moonsharp230Testing\Moonsharp230Testing\tbtools\UnitySDK\Assets\TiltBrush\Assets\Brushes\Basic
I think there's also info here in the readme in the support folder
S:\Moonsharp230Testing\Moonsharp230Testing\Moonsharp230Testing\Support\GlTFShaders
Not at all clear how the manifest works in this regard, if it makes sense to you, let me know!
Thanks AncientWorld.It seems moderately difficult to me. I would like to try it one day, as I like to create textures and so on, but for now I'll concentrate on other things. I'm glad you answered. Thank you so much.
There's a bit to it. If you decide to get into it, I'd be happy to help you with the various tricky spots.
As long as you stay away from shaders it's not too bad.
The brush editing tool is the faster route and when we get exports generally worked out,
I'd expect to be working through those details if circumstances permit, which ideally they will.
Personally, I'm obsessed with this capacity and what it can do for sketches, unfortunately my coding skills are not there to make quick changes
Apologies for taking so long to respond, was on vacation without a phone.
Back home and have useful internet now, so progress may be a bit faster now