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Merge branch 'Development' of https://github.com/sideeffects/GameDevelopmentToolset into Development
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Help/icons/make_loop_white.svg

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Help/icons/snow_buildup.svg

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Help/icons/visualize_uv.svg

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Help/images/make_loop_after.gif

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Help/images/make_loop_before.gif

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Help/images/snow_buildup.png

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Help/images/visualize_uvs.png

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= GameDev Make Loop =
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#type: node
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#context: sop
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#internal: gamedev::sop_make_loop
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#icon: make_loop_white
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#tags: tech, model, gamedev
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""" Takes a mesh or volume that is animated and loops them """
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This node will make either a mesh or a volume loop.
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The general idea is that it will offset the animation by half of the timeline and then do a sinewave to blend between the two animations.
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This will work with meshes with constant topology or volumes.
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:col:
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[Image:/images/make_loop_before.gif]
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Mesh sequence before looping applied
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:col:
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[Image:/images/make_loop_after.gif]
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Mesh sequence after looping applied
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@parameters
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Start Frame:
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Beginning of the Loop
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End Frame:
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End of the loop
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Number Loops:
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Times to repeat the loop
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= GameDev Snow Buildup =
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#type: node
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#context: sop
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#internal: gamedev::sop_snow_buildup
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#icon: snow_buildup
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#tags: tech, model, gamedev
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""" Adds geometry to an input mesh that mimics snow buildup """
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This is a sample node for a common Houdini use case, modify at will to fit your needs.
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One of the classic Houdini problems is to generate Snow Caps over objects. But there was no built in solution for this until now.
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This works by scattering points on up facing polygons of the incoming mesh, copying some spheres onto those points and then voxelizing and smoothing the result.
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This was original designed and used on our GDC 2019 Unity demo and subsequently released to the public.
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[Image:/images/snow_buildup.png]
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@parameters
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== Scattering Options ==
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Spread Angle:
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How far the snow will wrap around the object. 180 means full hemisphere, 0 means only surfaces perfectly facing up.
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Number of Snow Points:
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How many snow drops to generate on the surface
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Point Size (Min/Max):
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Size range on each snow drop, which turns into a sphere.
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== Meshing Options ==
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Smooth Iterations:
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Blur the snow volume
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Dilate/Erode:
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Grow or Shrink the snow volume
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Blurring Iterations:
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Blur the final generated snow mesh
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Color:
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Vertex Colors on the output mesh
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== Clean Up ==
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Reduce to # Polys:
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Limit the snow mesh to this polycount
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Boolean Against Original:
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Remove faces that are inside the interior mesh by boolean the 2 meshes together
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Keep Original:
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Output the original input mesh merged in as well
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= GameDev UV Visualize =
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#type: node
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#context: sop
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#internal: gamedev::sop_visualize_uvs
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#icon: visualize_uv
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#tags: tech, model, gamedev, uv
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""" Different methods of visualizing UV Data """
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This node behaves similarly to the UV QuickShade with a few more upgrades.
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It is designed to visualize the UV coordinates of your mesh by applying a grid texture to it and tiling a few times.
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You can also identify the different UV Islands and visualize the UV Seams
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[Image:/images/visualize_uvs.png]
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WARNING:
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This will change your UVs, be aware if you link any nodes as your output
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@parameters
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Group:
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Isolate Visualization to this primitive group
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Grid Texture:
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Override for the displayed grid texture
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Grid Tiling:
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Number of tiles the grid texture will be repeated
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WARNING:
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This will change your UVs, be aware if you link any nodes as your output
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Visualize Islands:
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Colorizes the individual UV Islands
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View in Worldspace:
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Moves the points based on their UVs in WorldSpace. Effectively pelting them in 3d Space. Useful for tracking which island matches which piece of geometry.
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Blend:
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Blend between the original mesh, and the UV Space version of the mesh
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Visualize Seams:
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Toggle the UV Seams as Geometry
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Thickness:
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Thickness of the UV Seams Mesh
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