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NEW VERSION: CFTD 2.0 has been re-written from the ground up! New in CFTD 2.0:.
Supports PN-AEN Tessellation (adds geometric detail and smooths meshes, while persevering hard edges). Supports GPU Instancing (helps with reducing batches). Full support for Unity's PBR workflow. Better shader performance. AAA, industry-grade reduction of adaptive tessellation artifacts (an issue known as 'mesh swimming'). What exactly is CFTD? Crack-Free Tessellation Displacement (CFTD) is a set of tessellation shaders designed to patch 'cracks' that occur when displacement is applied to a model with UV discontinuities.
Pretty much any 3D keygen graphics card, depending on complexity.GPU support for unity Opengles.0 is unity recommended.System Requirements for Unity iOS Authoring.Rate this torrent, name:Unity 3D unity 4 1 4 Pro Mac Patch Keygen or Crack.Multi Commander 0, unity yoWindow Unlimited Edition 3S Build 169.It would be possible that someone might.
I.e., if your model's texture does not tile perfectly, this will result in displacement cracks on the edges where the tiling breaks. That's because the displacement values at the neighboring texels would be different.
Fixing this issue requires extra calculations and an extra buffer to store all the data. Luckily, CFTD does exactly that. Limitations:. CFTD does not support skinned meshes(you can apply the shader, but it will not be crack-free). DirectX 11 PC only (no MAC, no mobile).
Cracks are gone at runtime only. No static / dynamic batching.
Tessellation is a somewhat slow technique. Features and generally good stuff:. Unity's first (and only) crack-free tessellation shader. Patches edges at UV discontinuities.
Smooths normals on the edges between smoothing groups (hard edges) in a very neat and unique way (Distance Based). FOV-dependent (Edge Length). Supports camera zooming-in. Shadow caster LOD (as of 2.0 in Deferred Rendering only). You can optimize tessellation on the real time shadow caster.
Works with your existing assets. Casts and receives full shadows & Supports Unity's GI. CFTD includes a static subdivider to imrpove tesselation on very low-poly meshes.
Edge Length (notice the hard edges) / Distance Based (smooth between different smoothing groups) Edge Length:. Tessellate tris based on desired pixel size. Improves 'mesh swimming'. Uses its own tessellator. While the technique is close to Unity's own, it's a bit faster and incorporates the tessellation culling that the original Unity Edge Length tessellator did not.
FOV - dependent: When you zoom in with the camera, tessellation is a applied normally. Here is an example of the FOV dependence of Distance Based.
In this example, the camera is way far from the mesh and has a FOV of 3 (almost orthographic projection). Sorry about the delay. In order to do that, you would need to open the.shader in monodevelop or other editor.
Then simply replace: v.texcoord.xy = lerp(dispCoords, v.texcoord.xy, 1.0 - (Displacement. 0.2)); with v.texcoord.xy = lerp(dispCoords, v.texcoord.xy, 1.0 - (Displacement. 0.05)); There are all together 5 occurrences; simply replace all. Currently the shader just linearly interpolates between the uv islands for the diffuse (and normal) maps. If the uv islands are far apart, the interpolation becomes more noticeable. Like I said, I'm working on better solutions than the one currently incorporated. It's just that this looked good on most situations where it was tested.
Alright, I think it's finally time to update this shader. First things first, it needs better stretching on the edges. This is done by some mumbo-jumbo math in the shader itself and it still needs to be tested.
Here are the results: Obviously, there is still stretching. Unfortunately, and please trust me on this one, there isn't much to be done on the issue. The shader will not do any magic. Actually, the test assets only show that the shader works as intended, it shouldn't really be used under such extreme settings. Finally here is a test of the same brick wall model with flat tessellation & crack free displacement under UE4.
It's somewhat close to the new approach. I'd imagine it would look similar in CE. Click to expand.In the paid version (CFTD), displacement texture must be added to the alpha channel of the Albedo (Diffuse) texture. There is no separate input for displacement texture, in order to save tex resources, since displacement is just grayscale. If, however, the shader is not tessellating (i.e. You change the tessellation settings, but it does not add triangles), that would be a different issue. You can check this by simply selecting an object in order to see the wireframe (if there are more triangles, it is tessellating, but it is not getting the displacement texture properly).
I am afraid I'm on a holiday right now and will be back mid-next week and I would not be fully able to test the issue on my machine and/or rewrite the shader. CFTD is using it's own tessellator, so there is a chance it might have broken somewhere; especially if you use other custom shaders. For support it's usually better to straight- use the support email address on the publisher's assetstore page The 'support website' in our case is just the old 3d scan store we had.
There is a slider called 'diffuse burn/ao' that affects your color quite a bit if turned up. The shader does need some tweaking and time to get used to. Please note cracks close only if you add the crack free cs script to an object. A current limitation of the shader is that you need to disable batching on objects that need to have cracks closed. The demo scene provides some more info. You can of course combine objects using some free (and paid) scripts, if you have to, but it has been tested with hundreds of separate objects and performs quite decently.
GPU instancing 5.4 has not been tested yet, but should it work, that would improve things quite a bit. There is a slider called 'diffuse burn/ao' that affects your color quite a bit if turned up. The shader does need some tweaking and time to get used to.
Please note cracks close only if you add the crack free cs script to an object. A current limitation of the shader is that you need to disable batching on objects that need to have cracks closed. The demo scene provides some more info. You can of course combine objects using some free (and paid) scripts, if you have to, but it has been tested with hundreds of separate objects and performs quite decently. GPU instancing 5.4 has not been tested yet, but should it work, that would improve things quite a bit. Click to expand.Well, I tested it with their free cobble stone sample and it works out of the box. Here are the results: Now, as far as files, you only the Color, Depth and Normal maps from their assets.
Workflow for me was: insert Depth texture as an alpha in the Color map save as TGA and import in Unity (no tweaks to the texture / advanced stuff) then import Normal map as a normal map and add them to the material. As far as CFTD goes, it always works better with detail maps.
In fact, it is better to use smaller main maps (i.e. 4k is just an overkill) and use very small, super- tiling detail maps.
CFTD pimps the material based on the Depth map, it does not need Gloss, Spec, Roughness or AO maps; it creates those values automatically based on the slider settings. Click to expand. Unfortunately, gpu tessellation does't quite work that way. It puts the new vertices at a position on each mesh edge that is, more or less, divider dependent. This means if we have a triangle (think a polygon) that is very far off from being equilateral, the resulting tessellation is just. Well what you have already.
The only way to bypass this is to subdivide the mesh before sending it to be tessellated. Now, I know this will sound like I'm just promising stuff, but I've already included a script that subdivides meshes before scene startup, which will help with this very issue a little bit. But the new version of cftd is not ready yet, and as it looks I'll only have time to work on it over the Christmas holidays. In any case, even that script will not fully fix the issue you have, because it subdivides in a similar way to what I've already described. If you, however, take a look at the brick wall mesh in the demo, you'll notice it was subdivided in an external modelling app before being even imported. It was done with 3ds max's 'subdivide' modifier which actually tries to make equilateral triangles. Unfortunately, gpu tessellation does't quite work that way.
It puts the new vertices at a position on each mesh edge that is, more or less, divider dependent. This means if we have a triangle (think a polygon) that is very far off from being equilateral, the resulting tessellation is just. Well what you have already.
The only way to bypass this is to subdivide the mesh before sending it to be tessellated. Now, I know this will sound like I'm just promising stuff, but I've already included a script that subdivides meshes before scene startup, which will help with this very issue a little bit. But the new version of cftd is not ready yet, and as it looks I'll only have time to work on it over the Christmas holidays. In any case, even that script will not fully fix the issue you have, because it subdivides in a similar way to what I've already described. If you, however, take a look at the brick wall mesh in the demo, you'll notice it was subdivided in an external modelling app before being even imported. It was done with 3ds max's 'subdivide' modifier which actually tries to make equilateral triangles.
Unfortunately, gpu tessellation does't quite work that way. It puts the new vertices at a position on each mesh edge that is, more or less, divider dependent. This means if we have a triangle (think a polygon) that is very far off from being equilateral, the resulting tessellation is just. Well what you have already.
The only way to bypass this is to subdivide the mesh before sending it to be tessellated. Now, I know this will sound like I'm just promising stuff, but I've already included a script that subdivides meshes before scene startup, which will help with this very issue a little bit. But the new version of cftd is not ready yet, and as it looks I'll only have time to work on it over the Christmas holidays. In any case, even that script will not fully fix the issue you have, because it subdivides in a similar way to what I've already described. If you, however, take a look at the brick wall mesh in the demo, you'll notice it was subdivided in an external modelling app before being even imported. It was done with 3ds max's 'subdivide' modifier which actually tries to make equilateral triangles.
Click to expand.Ah, thanks for the info, very helpful. It would be fantastic to have a tool/script that would subdivide equally based on the physical size of the object - lets say once per n centimeters.
And you could even perhaps set l, m and n for x, y and z. Perhaps it's not technically called subdivision in that case, more like. Grid geometry add or whatever. I know I'm simplifying the problem somewhat, you still would need to deal with the original vertexes somehow. Anyway, I think I can do this myself manually, but it sure would be cool if your script could do this on the fly. Click to expand.Possibly; if the shader were made to do so. However that subd script divides at scene startup, not during play.
Although I haven't checked, I suspect it would be too slow to subdivide on the cpu on the fly like gpu tessellation does. In other words, to get the same level of detail, you would have to pre-subdivide a given mesh so many times, it would clog the gpu with tons of vertices that will always be there. It would not fully have the benefit of tessellating on the fly based on distance.
The only scenario where this would all work, would be if you want to add just a bunch of vertices on, say, a floor or a street in order to make some variation on the surface and not have it looking completely flat and unnatural. All this said, tessellation works on opengl core Unity supported platforms; even on mobile. The free shaders should work. CFTD however requires the dx buffers and for now (and possibly forever) only works under directx. Ah, thanks for the info, very helpful.
It would be fantastic to have a tool/script that would subdivide equally based on the physical size of the object - lets say once per n centimeters. And you could even perhaps set l, m and n for x, y and z. Perhaps it's not technically called subdivision in that case, more like.
Grid geometry add or whatever. I know I'm simplifying the problem somewhat, you still would need to deal with the original vertexes somehow.
Anyway, I think I can do this myself manually, but it sure would be cool if your script could do this on the fly. Currently working on the official demo scene for the next update.
Also CFTD can now compute buffers in real time (for those brave enough to try it with real time destruction plugins) and other neat stuff. Problem is I'm slow, and there are other projects on the queue. Sorry about all the wait. PS: Just as a proof that I'm not making stuff up, here is a screen from the demo scene And yes, you can see based on the screen a while ago that it has been taking forever. OK, well now that's just disturbing. Not to mention embarrassing.
Will have to look into this. Click to expand.Well, to be honest this is a complete BS error. I checked and it seems you could easily fix it by double-clicking (to open in mono or other editor) and replacing 'Edge outEdge, outEdgeR, wantedEdge = null;' with 'Edge outEdge = null, outEdgeR = null, wantedEdge = null;' I can still send a fixed CS buffer maker for the 1.5 version. This kind of error should not be appearing, but hey, I guess we should rather be getting used to a new Unity version literally breaking everything. And, unfortunately, 5.5 also breaks the demo scene.
Furthermore, I have no idea how Emilio, the Caronte dev, got it to work, coz he ain't got the new version either. That guy knows stuff, I guess. Well, to be honest this is a complete BS error. I checked and it seems you could easily fix it by double-clicking (to open in mono or other editor) and replacing 'Edge outEdge, outEdgeR, wantedEdge = null;' with 'Edge outEdge = null, outEdgeR = null, wantedEdge = null;' I can still send a fixed CS buffer maker for the 1.5 version. This kind of error should not be appearing, but hey, I guess we should rather be getting used to a new Unity version literally breaking everything. And, unfortunately, 5.5 also breaks the demo scene. Furthermore, I have no idea how Emilio, the Caronte dev, got it to work, coz he ain't got the new version either.
That guy knows stuff, I guess. Unfortunately I won't be able to send you the mesh, as it's for a client under NDA. But I'll try and explain what I did. I'm not experienced with Blender, so took me a bit of time to find out what to do. Basically, I was reading through some discussions online about this duplicate vertices thing and I found that if the faces of the model are distorted by the vertices (so the faces of the poly is twisted or something), then that can cause this issue.
I then dug around Blender and found the split non-planar faces option and thought I'd give it a shot. It split the faces up into triangles and so there weren't any messed up polys and that did the trick! I hope this makes sense. As I say, I'm not a particularly experienced modeller and apologies for not being able to send the model. It was kind of a stab-in-the-dark solution. Unfortunately I won't be able to send you the mesh, as it's for a client under NDA.
But I'll try and explain what I did. I'm not experienced with Blender, so took me a bit of time to find out what to do. Basically, I was reading through some discussions online about this duplicate vertices thing and I found that if the faces of the model are distorted by the vertices (so the faces of the poly is twisted or something), then that can cause this issue. I then dug around Blender and found the split non-planar faces option and thought I'd give it a shot. It split the faces up into triangles and so there weren't any messed up polys and that did the trick! I hope this makes sense.
As I say, I'm not a particularly experienced modeller and apologies for not being able to send the model. It was kind of a stab-in-the-dark solution.
Hey guys and gals, CFTD 1.6 is finally here! It includes some improvements, a scene manager, a static subdivider, a texture combining tool and a nice demo scene (the one from the screenshots). CFTD can now also compute buffers during runtime (although still not recommended as it is sloooow 2 ms per object). Anyhow, I would really like to thank everyone for the patience! Also, I'd like to use this (shameless plug) to request a rating and a (honest) review from the kind people who have purchased the shader.
It has been purchased more than a few times, but it's really demotivating to see it struggle. This goes for all the assets you guys purchase, btw. Click to expand.Hi there, No, I'm afraid the current version of CFTD will not suit your needs. That is because: 1: It was not made to work on skinned meshes (yet) and 2: You need a PN-AEN tessellation for that purpose. Let me explain a bit.
The current CFTD uses what's known as flat-dicing. That means a triangle, after being tessellated, still remains flat.
The shader adds more vertices, but they do not alter the shape of the mesh. If we can compare what's going on to 3ds max (as I'm only familiar with that one), you need 'mesh smooth', what CFTD does is actually the 'tessellate' modifier with a tension setting of 0.
Flat dicing works well with stones, walls, streets. All sorts of structures.
It was what CFTD was designed for. Hence the lack of skinned mesh support.
I actually made a working prototype of PN-AEN, but as there was zero interest in it (aside from one guy who asked about such shader long time ago), I stopped working on the project. For your purpose, however, you can actually use a tessellation shader with a feature known as phong smoothing (not to be confused with the phong shader model). It's not as good as PN (Point-Normal triangles), but it might do. The difference is in the 'curve' or quality of the 'smoothed' mesh, PN being far superior. If you use displacement that is baked from high-poly meshes, you do not absolutely need a crack-free tessellation shader, such as PN-AEN (Point-Normal triangles with Adjacent Edge Normals).
You need PN, or again, phong tessellation (which, again, is just lower quality). Since your displacement is baked the displacement map should already be perfect and you should have no discontinuities acrostic the model.
Just don't compress your displacement map in Unity. Luckily, the free tessellation shader pack I have on the assetstore has a phong tessellation shader: You will most likely want to modify surface shader code inside it to make it look closer to the visual style that you want.
Feel free to try it out and let me know if that works for you. Click to expand.Yes, its possible. And yes, it works. Here is an example.
A rather ugly one, though, for which I am sorry: With some displacement we get this: It's mostly crack-free too, except there seems to be some seams. Not my fault though (almost certain about it): Could be the way tree trunks are created in Unity. With some tweaks on the texture we get this: I am not quite sure what the benefit from all this would be though. Since I never found the time to finish the PN-AEN variant (you can read a few posts above) and there isn't much interest in it to begin with, the trees still have edgy branches, they do not become smooth: From a distance it looks OK (can't attach more screenshots though). With tree creator you don't really get much control though, in order to make a super awesome tree and have displacement form some twists and such.
As in seriously, can you actually make use of this? Click to expand.I re-wrote pretty much the entire shader for v 2.0. However, the example with the tree was done with the older version.
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I tested it with the Unity trees and Unity's default wind. Actually, it worked OK; I can definitely see some potential. Also, during testing I was getting some Quantum Break-like effects, which were also kinda cool If you'd like to give it a try just let me know. I think I have the files somewhere.
However, I'm not very savvy with speedtree (or Unity's trees, for that matter). This could be quite a beneficial solution for you (and others too), so as soon as I catch on I might be able to come up with something. Edit: I checked some of the speedtree models I have, so yeah, it could work with those too. One thing that worries me is that we still need to calculate buffers for pretty much every different tree.I.e.
Scene loading may become quite slow if there are a thousand trees or so.
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