Thursday, October 29, 2020
Tuesday, October 27, 2020
Let's see what happens when attempting to integrate a fractured target. The target itself has both a mesh collider and a rigidbody, which are typically not on the initial mesh, so I'm unsure whether or not that will create problems or even if those components will be necessary when all is said and done. Also, the cell fracturing may not play nicely with this complex of a mesh; typically it likes quads, and quading out this mesh could be a headache. Oh well, here goes...
I recently made a few different variations of a painting that I created in Corel Painter last year. The variations are more conceptual rather than finished product. Primarily they were created using the channel mixer tool in combination with adjusting the HSB of various selections.
Here is the original
Friday, October 23, 2020
Box colliders instead of mesh colliders on the windows was apparently a not great thing as the BreakableObjects script specifically looks for a MeshCollider when disabling it on shot. I could probably fix this without breaking anything, but to be safe I'm not going to bother with it; at least, not yet. Anyways, as I said before, I imagine the performance benefits (if any) are negligible compared to the physics hit I'm getting on the fragmented objects.
Running into frame rate issues, which doesn't exactly come as a surprise. Spamming the P2 shotgun (the equivalent of 9 shots) & the sheer number of fractured objects on screen at any given time both seem to impact performance more than anything.
I've already made a couple of adjustments--namely reducing the time until the CombineInstance function fires & drastically reducing the life time of the particle fragments--which seems to have helped, but the performance is still not where it should be. I've also replaced the mesh colliders on the window panes with box colliders, which I would assume is also less expensive, if only barely. Other than that, I'm not yet entirely sure how I'm going to handle this...
Thursday, October 22, 2020
Going back to the fence, which was one of the first, if not the first object that had UV distortion issues, and after a bit more reading and trial and error, I have come to 2 conclusions
- there's something about tiling UVs that fracturing does not like. This can be solved by manually applying the boolean modifiers; however
- doing so somehow affects the maximum # of fragments that the CombineInstance function can handle.