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This version contains a small improvement for the rendering bounds of Sequences. The bounds were not correctly calculated in previous version, leading to the sequence not being correctly culled from the camera view.
Copy file name to clipboardExpand all lines: docs/content/docs/about/license-credits.md
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@@ -27,10 +27,14 @@ The Unity Asset Store version of the package is licensed under the [Unity Standa
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## Credits
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-This website was created with the **[Doks](https://getdoks.org/)** theme made by **[Thulite](https://thulite.io/)**
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-The compression feature and MacOS support for the converter were made by [Anwar Lu](https://www.linkedin.com/in/anwar-lu/) - Thanks!
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- The sequences in the showreel, from the landing page and on Github, were created by:
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-["A Windy Day2 by Loic Norgeot](https://sketchfab.com/3d-models/a-windy-day-fb78f4cc938144e6902dd5cff354d525)
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-["Galactic Incident2 by Loic Norgeot](https://sketchfab.com/3d-models/galactic-incident-397b266af9604b9fbf0a4e5446cf864b)
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- This website was created with the **[Doks](https://getdoks.org/)** theme made by **[Thulite](https://thulite.io/)**
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- The converter tool is made possible by [PyMeshLab](https://github.com/cnr-isti-vclab/PyMeshLab), [DearPyGUI](https://github.com/hoffstadt/DearPyGui), [ASTCEncoder](https://github.com/ARM-software/astc-encoder) and [TexConv](https://github.com/microsoft/DirectXTex/wiki/texconv)
Copy file name to clipboardExpand all lines: docs/content/docs/tutorials/materials/index.md
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@@ -37,6 +37,11 @@ Go to the **Geometry Sequence Stream** component that can be found on the same G
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If you have a mesh sequence with textures, you can also control to which texture slot the texture will be applied. By default, textures will always be applied to the Main/Albedo/Diffuse slot, which is defined in the shader as _\_MainTexture_. But you can also apply the texture to any other slot. Either you select one or more predefined slots in the **Apply to texture slots** variable, or you enter the name of the texture slot into the **Custom texture slots** list. This has to be the name of the texture slot as found in the **shader**, not the material! Shader texture slot variables are often prefixed with an _Underscore.
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### Mesh normals
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By default, mesh normals won't be saved in the sequence, as it increases the sequence size and is not necessary in most cases. Unity will generate
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new normals during playback. However, if you need precise normals (for example for hard-surface meshes), you can also keep the original normals, by activating the "Save Normals" option in the sequence converter before converting your sequence.
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## Pointcloud sequences
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Changing the appearance of the pointcloud works very differently compared to meshes, as pointclouds require special shaders for rendering correctly. If you don't assign a custom pointcloud material, there are some predefined settings you can use to easily and quickly the appearance. These settings can be found under the **Geometry Sequence Stream** component and include the **Point Size** as well as the **Point Emission Strength**.
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You'll see three different sets of shaders, _Legacy_, _Shadergraph_ and _Polyspatial_. Clone one of the shaders appropriate for your chosen render path. Then, create a material that uses your freshly cloned shader and apply it under **Custom Material**. For quick iteration, we recommend to disable the **Instantiate Shader** option. If you're a little bit familiar with Shaderlab/Shadergraph, you should be able to get an idea of how the shaders work, by taking a look at the commented code/graph.
In comparison to meshes, pointcloud sequences usually don't contain any normals. If you want your pointcloud sequence to receive lighting and shadows inside Unity, you need to generate normals. The sequence converter comes with a build-in functionality to estimate pointcloud normals and save them in the sequence.
Copy file name to clipboardExpand all lines: docs/content/docs/tutorials/prepare-data/index.md
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3. The converter provides some settings which can be used to modify the sequence:
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-**Use compression:** Sequences are compressed to around half their size. Works for meshes and pointclouds
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-**Save normals:** When enabled, the normals of the mesh or pointcloud sequence are exported. Only recommended to enable if you have custom normals
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-**Pointcloud Settings:** Only affects pointclouds
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-**Decimate Pointcloud:** You can downsize your pointcloud sequence with this option. The value determines the percentage of points left after conversion. E.g. setting the value to 30% will decrease the points of the sequence by 70%.
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-**Merge Points by Distance:** Merges points that are close together. The higher the value, the more points will be merged. Useful if the data contains duplicated points
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-**Estimate Normals:** Pointclouds usually don't come with normals. When this option is enabled, the normals will be reasonably estimated.
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-**Invert Normals:** This settings is only visible when *Estimate Normals* is enabled. Use if the generated normals are not facing the correct direction.
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-**Texture Settings** Only affects mesh sequences with textures
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-**Generate textures for desktop devices (DDS):** This converts the textures into a format for desktop GPUs. Recommended to leave on, even when you only build for mobile devices, otherwise textures won't show up in the Unity editor.
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-**Generate textures for mobile devices (ASTC):** If you plan to distribute your application on mobile devices (Android, IPhone, Meta Quest, Apple Vision Pro) and use textured meshes, you need to also generate .astc textures. You only need to transfer the .astc textures to your device, but not the .dds textures.
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//three frames
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{
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"sequenceVersion": "1.2.2", //Should be the same as the package version
"maxVertexCount": 26545, //The vertice count of the mesh/pointcloud with the highest vertice count in the whole sequence
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"maxIndiceCount": 55423, //The indice count of the mesh/pointcloud with the highest indice count in the whole sequence
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"maxBounds": [325.8575134277344, 295.0, 2103.5478515625, -18.240554809570312, -238.74757385253906, 0], //Bounds of the mesh in the format: MaxboundX, MaxboundY, MaxboundZ, MinboundX, MinboundY, MinboundZ
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