Brush Editing

Brush Editing Status (working from memory, putting these notes where they can be found) I haven't been using the brush modification branch for quite a while, as it hadn't been updated in quite some time. Wasn't sure if it would get picked up on, so basically just using what I build in unity (which is unfortunate, because the brush editor tool is much faster to work with) If it's been recently updated, I'd be happy to take another look at it. They specifically want to work on shaders, which complicates things. As it's not at all clear where or how to register the enums so they are recognized. This caused problems on export, although I think I was able to film with them (if that didn't break at some point, would have to dig things out). Do know that at one point I was able to film these, and I think development might have stopped about the same time we were having general camera issues. If I recall correctly, there was a pathing issue or similar disconnect where the exporter didn't know where to find the externally created assets correctly, so it couldn't package them into the exported file.
Enumeration of some sort might also be an issue. I think to get things working at one point I had to place all the key value pairs directly in the code as a dictionary. I'm assuming there's a more elegant way to do that.
Custom shaders had problems for similar reasons, although I remember seeing something in the toolkit that suggested there might way to add them. [It's been a while, since it's a bit muddled, but if there's an update I'd be happy to check it, since we'd want the most currently relevant information] I was able to get all or most of the base brushes working. (not including the foam brushes). Some of them had pretty limited exposed parameters, so there wasn't a lot you could do with them. I think Keijiro had some issues when modifying, and the drafting brush couldn't be modified. Pretty sure I was able to get everything else to work or at least not break. : as far as practical suggestions, if work is resumed on this branch a way to drop textures in would be useful currently all textures have to be sourced in unity, so a user trying to make custom brushes in game is quite limited in what they can do, since there's not a whole lot of textures to choose from when modifying brushes
5 Replies
andybak
andybak13mo ago
Turning this into a thread...
AncientWorlds
AncientWorldsOP12mo ago
Several hours testing this so far.
Basic Tests: Default version works quite nicely.
Able to make brushes, video record, 360 record. Internally, everything seems to work fine so far. Some possible issues which involving complex actions revolving around export functionality.
I don't believe any unexpected behavior has happened so far. Just ran basic tests here, since everything seemed functional for in game purposes. Haven't run a brush by brush test of customization. ** reimports with some animated brushes had issues GLB fully imports native brushes to the extent tested :: Advanced Tests (custom 'in unity' brushes): If I could draw it, I could film it and VR video it.
This included scenes with imported animations. custom brushes, models and imported brushes. Quite satisfactory in that regard. Triplanars worked Export was hit and miss. (some of these may also apply to basic tests) Glbs didn't work [Didn't update the toolkit to fully register the brushes, will do that at next stage, may fix some issues there USD was best at holding information, although it did not work if there was a path exported model involved.
Custom brushes with particle effects were problematic (bright flare), have not extensively tested this and may be a brush specific issue. When this happened, other brushes did export with the set successfully. :: Summary Saved scenes always loaded Successful model exports could always be imported All major issues are export specific Recording works, as does VR recording Potential issues with pathing and animation (probably an export issue rather than a brush editing issue)
AncientWorlds
AncientWorldsOP12mo ago
AncientWorlds
AncientWorldsOP12mo ago
Ran some of the scripts. Feeling optimistic. Not sure about glb yet, apparently an issue with at least one of my texture fiiles (not a .png) so have to troubleshoot that. It did make a (mostly present) USD file.
Need to do a bit more checking to see if I can identify the issues, pretty sure they involve brushes with new prefabs. Should I move them to the prefab folder?
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AncientWorlds
AncientWorldsOP12mo ago
Brush "Leaky Pen" main texture may need read/write enabled box is unchecked in the version I have (brush editing branch) Possibly also a general issue. After I've identified what I'm running into here, I will go back and test them with the regular version. Loaded a saved file (which had recorded successfully) and generated a save image. The file only contained models (no new brush strokes). The models are believed to work and save in other files containing brush strokes. On load the file appeared to be empty.
Tested with another piece and had the same results.
** not sure if any new ones introduced in those saves, I don't think that's the case though if that is the case, at least some of the models have been known to save, so would be expected to load. Speculating that an actual brush stroke needs to be drawn to identify the center position?
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