Advertisement
Guest User

Untitled

a guest
Jun 29th, 2017
79
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.12 KB | None | 0 0
  1. [B][SIZE=6]CaronteFX v2[/SIZE][/B]
  2.  
  3. [SIZE=4][B]Noisy fracture[/B]
  4.  
  5. Interior faces noise option has been added to all fracture nodes. Now you can add noise to your fractures in order to greatly increase their realism.
  6.  
  7. Procedural noise is applied during the fracture process, creating real non convex interior contours. Noisy faces in each piece will perfectly match the opposite faces on its counterpart piece.
  8.  
  9. Standard vs Noisy fracture examples:
  10. [IMG]https://i.gyazo.com/ed393e886f69d06efc75a55f51d078be.png[/IMG]
  11. [IMG]https://i.gyazo.com/9518aebcabc1bafb6bf0a33153551edd.png[/IMG]
  12.  
  13. [IMG]https://i.gyazo.com/b616c9a42ee041bd7250900b216e0dd5.png[/IMG]
  14. [IMG]https://i.gyazo.com/f4c26f5b79c07deb6441877f0ebee7ca.png[/IMG]
  15.  
  16.  
  17. [B]Multi object restriction/steering in fracture nodes[/B]
  18.  
  19. Restriction and steering geometries fields now support multiple input. Multiple input geometries can be used to concentrate the fracture in specific areas of the input GameObjects with great precision.
  20.  
  21. [B][IMG]https://i.gyazo.com/3d4a07f561688bf0fd219a5307fad19c.png[/IMG] [/B]
  22. [IMG]https://i.gyazo.com/ec5c269056f14bdbf78649ee63d99c41.png[/IMG]
  23.  
  24. [IMG]https://i.gyazo.com/1845e306b4edf7c02077fc700c4c4de9.png[/IMG] [/SIZE]
  25.  
  26.  
  27. [B]Fiber compression (requires [URL='https://docs.unity3d.com/Manual/ComputeShaders.html']compute shaders[/URL] support)[/B]
  28.  
  29. New vertex animation compression mode: [B]fiber compression[/B]. Fiber compression is a lossy compression mode that greatly reduces the size of vertex animations.
  30.  
  31. Additionally, fiber compressed animations don't store vertex normals but recalculate them on the fly, preserving their original orientation respect to their faces and reducing the size of fiber animations even further.
  32.  
  33. GPU decompression is supported and [B]highly recommended [/B]when using this mode:
  34.  
  35. [MEDIA=youtube]dmMzYM9NeCs[/MEDIA]
  36.  
  37. Existing animations can be re-compressed to fiber compression using the rebake menu, that can be accessed through the CRAnimation component:
  38.  
  39. [IMG]https://i.gyazo.com/78101c5d450457d37bce5f4dddc4b493.png[/IMG]
  40.  
  41.  
  42. [B]GPU skinned animation + hierarchy of bones optimization (requires [URL='https://docs.unity3d.com/Manual/ComputeShaders.html']compute shaders[/URL] support)[/B]
  43.  
  44. An option has been added to optimize the hierarchy of a CaronteFX bake. This option will remove all the bone GameObjects from the hierarchy of the bake and will activate the GPU Skinned Animation mode in the player. This mode is very similar to the GPU Skinning + Optimize GameObjects that Unity has built in, but applied to a CaronteFX bake.
  45.  
  46. The performance benefits when using this mode are huge. You will be able to play bakes with thousands of rigid bodies and/or skinned ropes/clothes with great performace. The optimization can be applied or unapplied to the bake through the CRAnimation component.
  47.  
  48. GPU optimized bakes still support smooth interpolation and slow motion playing even when there are substitutions of GameObjects.
  49.  
  50. Example of a [B]15000[/B] rigid body destruction bake (optimized) playing in slow motion at 0.5x speed with interpolation mode active:
  51.  
  52. [URL]https://i.gyazo.com/dd38f34789d54e554ff3905523d4326d.mp4[/URL]
  53.  
  54. [IMG]https://i.gyazo.com/e723cfeb90002d6544c3468e6c351886.png[/IMG]
  55.  
  56. [IMG]https://i.gyazo.com/f5370b79c025406e5fc89b8abeffc9a4.png[/IMG]
  57.  
  58.  
  59. [B]FBX export (Windows Editor only)[/B]
  60.  
  61. CaronteFX v2 now includes a FBX exporter. Not only CaronteFX bakes can be exported to FBX, but also any scene GameObjects, keeping their hierarchy and current transformations.
  62.  
  63. Vertex animations are not supported, only CaronteFX bakes with rigid body and/or rope/cloth skinned animations can be properly exported.
  64.  
  65. When exporting a bake to fbx, the visibility of GameObjects (for substitutions, etc.) can also be exported as scale curves.
  66.  
  67. Example of a CaronteFX bake imported in 3dsMax:
  68. [IMG]https://i.gyazo.com/b7abd67bf753dc6c48791acc810a5af7.gif[/IMG]
  69.  
  70.  
  71. [B]Rigid body fast collisions with ball trees
  72. [/B]
  73. CaronteFX v2 includes a tool for automatic generation of ball tree colliders.
  74.  
  75. Ball tree colliders can be applied to rigid bodies to reduce their simulation times significantly while retaining a good contact quality.
  76.  
  77. The detail of the generated ball trees can be adjusted with simple parameters.
  78.  
  79. [IMG]https://i.gyazo.com/6c841a9008ec5e4351a3e3e7fb44e8c4.png[/IMG]
  80.  
  81. Low level of detail ball tree:
  82. [IMG]https://i.gyazo.com/8a88458d400db09f99729dc4f7b01d59.png[/IMG]
  83.  
  84. Medium level of detail ball tree:
  85. [IMG]https://i.gyazo.com/510c89ff8b24af79bd91a8fd68c8a52f.png[/IMG]
  86.  
  87. High level of detail ball tree:
  88. [IMG]https://i.gyazo.com/2e2237cc8e965f2be95466242ae71966.png[/IMG]
  89.  
  90. Simulation time:
  91. [IMG]https://i.gyazo.com/95f6a5b9ffc542c681ec8f1a5f3a5e32.gif[/IMG]
  92.  
  93.  
  94. [B]Seamlessly loopable animations
  95. [/B]
  96. Existing animations can be rebaked into seamlessly loopable animations using the rebake menu (accessible through the CRAnimation component).
  97.  
  98. Loopable animations give the possibility of adding cool background simulation effects to an application while keeping a low memory footprint.
  99.  
  100. Example of 5 secs long loopable bake, looped 3 times:
  101.  
  102. [MEDIA=youtube]hwd2Py-VcGI[/MEDIA]
  103.  
  104.  
  105. [B]Servos / motors curve parameters[/B]
  106.  
  107. Servos and motors nodes can now have their target animated by curves. Additionally, a new property named "global multiplier depending on time" has been added to all servos and motors nodes which can also be animated by a curve.
  108.  
  109. Curve parameters can be applied when you want to control the target of servos during the simulation or increase/reduce the power of the motors/servos gradually.
  110.  
  111. [IMG]https://i.gyazo.com/2de16c3bba13fff979da4a43d08757d7.png[/IMG]
  112.  
  113. Example use of servos curve parameters:
  114. [IMG]https://i.gyazo.com/1bcfe074d164e9cc5370df21ec6d8662.gif[/IMG]
  115.  
  116.  
  117. [B]Collisions edition with parameter modifier[/B]
  118.  
  119. You can now edit global collisions, collision pairs, and auto collisions easily through the parameter modifier node.
  120.  
  121. [IMG]https://i.gyazo.com/8d56ed3909c3da409de0fdaa660f9623.png[/IMG]
  122.  
  123.  
  124. [B]Fall Driver Daemon[/B]
  125.  
  126. This daemon node can help driving a falling body to a target position/orientation.
  127.  
  128. The target position orientation must be specified with copies of the bodies GameObjects, but located in the desired target position/orientation:
  129.  
  130. [MEDIA=youtube]ix5HAwEe6gU[/MEDIA]
  131.  
  132. [B]
  133. Pivot Modifier
  134. [/B]
  135. This tool node can help to readjust the pivot of GameObjects from within Unity, without the need of a 3D Party modelling tool.
  136.  
  137. [IMG]https://i.gyazo.com/e39af99f0492b61255cf4ee2aa6aeb21.png[/IMG]
  138.  
  139.  
  140. [B]Improvements and bug fixes:[/B]
  141. [LIST]
  142. [*]Now animation body nodes can properly take an existing CaronteFX bake as input for a new simulation.
  143.  
  144. [*]Body creation has been speed up significantly. This is more noticeable in massive simulations with thousands of bodies.
  145. [*]Fixed a crash related to changing the resolution of soft bodies.
  146. [*]Now simulations can be baked into existing bakes. You can reuse the existing GameObjects of the bake, and generate only the new animation that will be added to the bake animation list.
  147. [*]Added an option named "Rebuild on Simulate" to the top bar. When using this option all the physical entities will be rebuilt just before the simulation starts. This can help to get consistent simulations results (deterministic) with more ease.
  148. [*]Added sleeping and fast body special processing properties to the simulation advance options.
  149. [*]Now an independent animation sampling rate can be set in the simulation advanced properties. This is the sampling rate that the animation nodes will use to sample theirs animations. If not set, it will default to the simulations fps.
  150.  
  151. [*]Improved the GUI of the explosion, jet and attractor daemon nodes with additional info.
  152.  
  153. [*]Fixed jet daemon locators not working properly. Now each locator will properly be assigned to the closest body.
  154. [*]Improved rope creation success ratio from input meshes thanks to an improved rope creation algorithm.
  155. [*]Added an option to the rope body inspector to smooth the rope mesh normals or leave them intact.
  156. [*]Fixed a crash when trying to fracture geometries without uvs or normals. Now geometries without uvs can be fractured, and a warning is displayed if the input geometries don't have normals.
  157. [*]Fixed other crashes related to the fracture process.
  158.  
  159. [*]Redesigned general fracture GUI properties.
  160.  
  161. [*]Redesigned radial fracture GUI properties.
  162. [*]Fixed smoothing of interior faces normals not working when using restriction in the fracture nodes.
  163.  
  164. [*]Added two buttons to the output section of fracture nodes to switch between the view of the original GameObjects or the fractured pieces.
  165. [*]Improved modification of interior faces UVs tiling and offset in the fracture nodes.
  166. [*]Improved the behavior of the joints damping parameter. Now it works with joints between rigids and rigids-irresponsives.
  167. [*]Interior faces noise and restrict options in the fracture nodes can now be used together.
  168. [*]Angular servos can now be used to define an axis of rotation between bodies, using a new property named "Free axis".
  169. [*]Improved servos/motors damping behavior. Before, high values in the damping could cause erratic behavior.
  170. [*]Local system in Servos/Motors "BodiesA" renamed to "BodiesB with rotation of BodiesA" to represent the underlying behavior better.
  171. [*]Now blocking the motors/servos will properly disable all the related parameters.
  172. [*]Node duplication actions can now be properly undone.
  173.  
  174. [*]Fixed parameter modifier angular velocity not working properly.
  175. [*]Nodes can now be renamed with "F2".
  176.  
  177. [*]Fixed some bugs related to node renaming and changing scene.
  178. [*]Fixed a bug in all the node timers that made them lose time in long simulations.
  179. [*]Redesigned bake menu to better fit lower resolution displays.
  180. [*]Fixed bake process stalling sometimes in "checking visibility".
  181. [*]Now simulation bake process estimates the animation size and display a warning if it's over the maximum supported size.
  182. [*]Fixed a bug that caused skinned ropes and skinned clothes to be baked with 1 frame of delay respect to the others bodies.
  183. [*]Improved the underlying memory stream that is used during the bake process, so it works better in systems with less free memory.
  184. [/LIST]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement