Ultimate Procedural Primitives
KANIYONIKA
$11.99
$12.99
8%OFF
Date |
Price |
---|---|
日期和时间 |
价钱($) |
07/04(2022) |
4.99 |
07/19(2022) |
5.99 |
08/16(2022) |
6.99 |
09/01(2022) |
7.99 |
09/14(2022) |
12.99 |
10/17(2022) |
11.99 |
11/17(2024) |
11.99 |
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We created this product to be the No1 primitive asset.
We offer Rounded Box, Super Ellipsoid Box, Fibonacci Sphere, Clouds, etc.
All shapes can be manipulated by parameters.ver5.1.0 is RELEASED!! A new Box-SuperEllipsoid "Plus" has been added. The roundness of the top and bottom edges can be set separately. In addition, the roundness of the sides can be set separately.ver5.0.1 is RELEASED!! Import speed is much faster.ver5.0.0 is RELEASED!! The number of pivot locations that can be changed has increased significantly.----------------------------------------------------You can create meshes of the primitives listed below. In addition, by manipulating the parameters, it can be transformed into a variety of shapes. The Mesh Cuts also can!PlaneFlex PlaneSuper Ellipse PlaneBoxFlex BoxRounded BoxSuper Ellipsoid BoxPyramidFlex PyramidPerfect Triangular Flex PyramidUV Sphere(ver2) Icosphere(ver2) Fibonacci SphereTear DropCylinderCone(ver3) CloudsSupershape*Common primitive-related assets create primitives on a Hierarchy. However, this asset creates primitives as a Mesh-Asset on the Project-Window.I would recommend this asset to the following peopleAnyone who wants to place more beautiful primitives like SuperEllipsoidBox in their game scenes.People who want to make prototyping development faster and of higher quality.People who want to deform primitives without using external tools such as Maya or Blender.Pick out some featuresOver 90 presetsPivot, Parameters, and Direction can be changedOptimized UVsNormals can be invertedSmooth or Flat surfaces can be selectedMeshCutsNote on using verticesThere are the following differences depending on whether SurfaceType is set to "Smooth" or "Flat".There is also a difference when using MeshCut.Smooth:The value returned by "mesh.vertices" is the vertex information calculated from the formula. There are essentially no duplicate vertices, and they are regularly aligned.Flat:The value returned by "mesh.vertices" is the triangle information created based on the vertex information calculated from the formula. Since FlatSurface cannot be realized if vertices are shared, duplicate vertex information is added to create triangles. Ordering regularity is not guaranteed.From the above, for example, if you want to use vertices in the order of the Fibonacci formula, set Smooth.If you use mesh cut, duplicate vertex information will be added as when you select Flat. And the order of vertex information is not guaranteed.Note that triangle information can be obtained by "mesh.triangles".