Clayxels
This is a paid asset, but now you can download Clayxels Free.
Clayxels is an interactive volumetric toolkit to sculpt and animate your game assets, in editor and in game. You will be able to sculpt your assets inside unity and also make clay-like volumetric effects for your game. Clayxels is an interactive volumetric toolkit to sculpt assets in Unity, both in-editor and in-game. Msc laptops & desktops driver download. It doesn't use ray-marching, instead it outputs a lightweight, vertex-shaded point cloud that is not dependent on the viewport resolution and weights just like a regular mesh. With clayxels everything you'll do will stay interactive. โอปอ - แก้มน้องนางนั้นแดงกว่าใคร - Blind Auditions - The Voice Thailand 2019 - 7 Oct 2019.
- Clayxels is an interactive volumetric toolkit to sculpt models in editor and in game. With this toolkit you will be able to sculpt your assets inside unity and also make clay-like volumetric effects for your game. Clayxels is a tested and proven professional solution that relies on simplicity to make you iterate faster on your game ideas.
- Clayxels Create a ClayxelsContainer and sculpt a humanoid character (something with a head, chest, two arms and two legs) add a name in the 'save asset' field, and click on 'Freeze to mesh'. This saves the mesh in the Assets folder.
Detail this asset from Unity Store:
Clayxels v1.5 (Latest version)
Clayxels v1.3
Clayxels Documentation
Clayxels v1.2
Clayxels v1.1
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Check the amazing creations of our users on twitter.com/clayxels !
Clayxels is an interactive volumetric toolkit to sculpt models in editor and in game. It uses voxels to generate a lightweight point-cloud that can be changed in real-time and used in a whole bunch of different ways, all without any heavy pixel ray-marching. Works both in editor and in game, everything made with clayxels can be changed interactively at any time.
Works with all render pipelines, built-in, URP, HDRP.
Initial Mac Os X support: it means this package is functional on all recent macs, but you might find quirks and we’ll be there to support the platform.
Sculpt and animate your assets inside Unity and give your game a whole new set of interactive volumetric capabilities.
– you can sculpt and then animate assets directly in Unity without the need for complex mesh operations
– everything stays interactive, what you do in the editor works in game just as well
– fast level design iterations, clayxels can help you achieve complex architectural shapes in a matter of seconds
– export to FBX to move your clayxels models to any external package if you need so
Clayxels works with plain, simple points.
– the point cloud that clayxels generates is shaded per vertex, rendering it is as cheap as a standard mesh
– nothing stops you from interactively creating volumes during gameplay. Only at that point a compute-shader will update the point cloud (this is of course a GPU heavy operation that will impact on your FPS)
– clayxels can be animated in editor or used with procedural motion at runtime
– physics work with standard colliders, you can even use clayxels to generate its own mesh colliders
Open C# code, editable render shaders and signed-distance functions, but you can ignore all of that if you like. Clayxels works by simply moving around standard Unity GameObjects.
– Extend or hack the provided APIs or simply move Unity’s standard GameObjects to interact with the volumes
– Write new shaders via code or use Amplify Shader to customize the existing shaders with nodes
– All the mathematical functions are exposed and you can add your own to change how the signed distance field is generated
Current limitations (subject to change as development progresses):
– performance will vary a lot depending on the available GPU, this is especially relevant if you plan on using clayxels at runtime in your game
– it is preferable to use clayxels on machines with a dedicated GPU to get optimal performance
– mobile targets are untested and will work using the included baking functionality only
– webgl is not a supported target
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clayxelfan
Recent community posts
This isn't working.. it's just returning 0 for n and out of index for getClayObj
Hi I was wondering if it would be possible to output a list of the SDF primitives that make the object up..
Maybe this is too niche of a feature so maybe I will just make it myself! But if you have any tips on how to do it I could get it working that would be appreciated!
Download memjet printers driver. Understood, is it now scheduled for the full version?
Thanks! When do you expect we can see the voxel grid? OR is there any sort of work around I can use to expose it now?
Yes I solved the choppiness error by calling forceClayUpdate(), not sure what was causing it
And okay, I see how that will perhaps be much faster than normal raymarching if I understand correctly! Sounds very exciting! I suppose the density of the voxel grid will correspond to the detail level of the objects and would have a greater impact on 'memory' as opposed to GPU load? I hope I understand correctly because I am not a hardware nerd but that sounds very exciting!
Yes, I noticed that rotating the clayxel object within a container (instead of rotating the container itself) causes very choppy behavior and sometimes the container stops updating altogether! I think being able to raymarch these objects would solve this Drivers movimento.
Clayxels Unity
Will this final SDF be made up of the actual SDF functions themselves combined with smin / smax operations or will it be some sort of a voxel grid or something like that? I am worried about losing detail..
Hi I'd like to be able to see the final SDF of a clayxel object so that I could raymarch it with my own shader! Thanks so much for this excellent tool, it has uses for us who like to raymarch but not make our art in a text editor haha!