Uv painting in cheetah3d5/30/2023 ![]() To do this I use an already existing texture of the mesh, to create a new render target with the same dimension. Implementationįirst thing we need is to set up a pass, in which the UV texture is reconstructed. Using mouse input you can enable painting of a certain color in the fragment shader if they are close enough to your mouse position. Then you can do sign distance calculations to know how close a fragment is to your mouse. ![]() To paint in this space, you need to convert your mouse position from screen space coordinate to the UV coordinate of your mesh (or vice versa). In our case, since in games meshes are almost always unwrapped, we render our effect in the uv space of the mesh. If you don’t have a uv, there are alternatives such as octree spatial texture maps in GPU. Or in simpler terms, you need to have an unwrapped mesh. This means your meshes surface needs to have already been parametrized. So the only setup required is to provide the rasterizer with the correct input, and the graphic pipeline takes care of figuring out per fragment the address (uv position) which your fragment shader should write to. The rasterizer then creates triangles out of the vertex coordinates you provide it (now the uv positions) and effectively recreates the UV islands which you can render your new data in. You need to set up a pass, where your fragment shader renders to the UV space of your mesh texture, instead of screen space. These effects are typically implemented using decals, but depending on your game you might want to save your changes in the mesh texture forever.Ī top down look of the process is like this. Effects like applying graffities or letting the player splash paint on the surfaces. ![]() Another potential use is Realtime painting on surfaces. For example preprocessing effects, such as Rendering Lightmaps or ambient occlusion. ![]() Rendering directly in the texture of a mesh has a lot of uses. ![]()
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