@CoverFirst#, CSG, clayxels, Clay, SDF, voumetric, Tool, modeling
Discount: 50% OFF
Asset Title: Clayxels
Publisher: Spare Parts Oasis
Category: tools, game-toolkits
More Details about this asset:
Check the amazing creations of our users on twitter.com/clayxels, join our Discord, get the docs and discover more on our official website.
-Easily sculpt with volumetric primitives.
-Can be used in editor and in game.
-Real time meshing and splatted volumetric rendering modes.
-Freeze your work to a plain standard unity mesh.
-Splatted look persists on frozen meshes.
-Auto skin weights generated automatically for any frozen mesh.
Clayxels is an interactive volumetric toolkit to sculpt, animate, procedurally generate your game assets or clay-like effects, in editor and in game.
Windows and Mac*, all render pipelines: built-in, URP and HDRP.
* Only M1 macs are actively tested and supported.
Sculpt and animate your assets inside Unity, give your game a whole new set of interactive volumetric capabilities. Or just export plain polygon meshes.
– you can sculpt and then animate assets directly in Unity without the need for complex mesh operations
– everything stays interactive, what you do in the editor works in game just as well
– fast level design iterations, clayxels can help you achieve complex architectural shapes in a matter of seconds
– export to FBX to move your clayxels models to any external package if you need so
Clayxels can output meshes, point clouds or fully shaded volumetric shapes.
– nothing stops you from interactively creating volumes during gameplay. Only at that point a compute-shader will update the point cloud (this is of course a GPU heavy operation that will impact on your FPS)
– clayxels can be animated in editor or used with procedural motion at runtime
– physics work with standard colliders, you can even use clayxels to generate its own mesh colliders
Open C# code, editable render shaders and signed-distance functions, but you can ignore all of that if you like. Clayxels works by simply moving around standard Unity GameObjects.
– Extend or hack the provided APIs or simply move Unity’s standard GameObjects to interact with the volumes
– Write new shaders via code or use Amplify Shader to customize the existing shaders with nodes
– All the mathematical functions are exposed and you can add your own to change how the signed distance field is generated
Current limitations (subject to change as development progresses):
– performance will vary a lot depending on the available GPU, this is especially relevant if you plan on using clayxels at runtime in your game
– it is preferable to use clayxels on machines with a dedicated GPU to get optimal performance
– mobile targets are untested and unsupported, only frozen meshes can be fully deployed to mobile and other unsupported platforms
– webgl is not a supported target