Can [TiltBrush Audio Reactivity].prefab be used to link sound and Brush by assigning music? If so, h
Can [TiltBrush Audio Reactivity].prefab be used to link sound and Brush by assigning music? If so, how do I use it?
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I'm looking for a way to use Open Brush brushes in another Unity project as a drawing tool. Has anyone done this yet? I imagine some package in between Open Brush Toolkit, and Open Brush itself where it's just the shaders and brushes and some API to control the brushes.
edit: Ah I see the thread here suggesting it's not easy. https://discord.com/channels/783806589991780412/1140923563902242826
It's probably fairly easy for some/most of the brushes. Most are fairly simple triangle strips.
What is harder is supporting all our brushes with a high degree of fidelity. It's one of those tasks where you'll spend 80% of your time on the last 20%
Thanks for the encouragement! It's not a priority to support all brushes. Mainly just looking to improve on the basic colored triangle strips we're currently using.
this spreadsheet is a bit of a mess but there's a ton of useful info in there: https://docs.google.com/spreadsheets/d/12fHPnMNhpGGdR1mzFeCjXbg1Nv1PO1LZGcHwgp3S1Og/edit
Google Docs
Open Brush: Brushes, Materials and Shaders
Tagging
Brush Name,Shader,Transparency,Type,Animated?,Unlit?,Audio Reactive?,other keywords
Bubbles,Additive,Particle,Yes,Yes,No,cel,Unlit with strokes around the edges
Cel Vinyl,Special/CelVinyl,Cutout,Flat,No,Yes,No,toon,Similar to "cel"
Chromatic Wave,Visualizer/RainbowTube,Additive,Tube,Yes,Yes
There's also a difference between the shaders in the main repo and the shaders in the Unity SDK/Toolkit. On export we remap some of the extra UV info.
I think it mainly affects the particle brushes.
Thanks, yeah I was looking at it. Can I determine from the spreadsheet which brushes to avoid? Also would you recommend taking shaders and materials from the Toolkit or from Open Brush? URP will be required.
We only have URP brushes in an unreleased toolkit branch - the main repo is all BiRP.
Ah so it's either going to be some mashup of the two or attempt to convert the shaders in the main repo.
Not sure what you mean? Just use the URP ones from the toolkit.
You can grab them from here: https://github.com/icosa-foundation/open-brush-unity-tools
GitHub
GitHub - icosa-foundation/open-brush-unity-tools: WIP Successor to ...
WIP Successor to https://github.com/icosa-gallery/open-brush-toolkit - GitHub - icosa-foundation/open-brush-unity-tools: WIP Successor to https://github.com/icosa-gallery/open-brush-toolkit
(that's new and has less cruft in if you just need the shaders and materials)
The main thing to figure out for each brush is how the uv mapping is interpreted. Probably best to just compare with an export from OB itself. Use this sketch.
Would this be an issue if the OB shaders were converted to URP rather than using the ones from the toolkit? If I understand correctly,
.tilt
is the OB sketch and .glb
is the export that toolkit knows how to interpret. Something happens to the UVs on export that is accounted for in the shader in the toolkit?Would this be an issue if the OB shaders were converted to URP rather than using the ones from the toolkit?Why would that be any different from the the URP ones that are already converted?
Because of the UV discrepancy?
I'm a bit lost.
Sorry to drag you down with me 🙂