Mesh Proxy_Color Mode

发布于:2024-11-21


Feature Overview

In DCC (Digital Content Creation), different vertex colors are painted for different areas of high-resolution render meshes and low-resolution simulation meshes.

Proxy relationships are manually created in UE (Unreal Engine) based on vertex colors.

supporting vertex-level proxy creation.

Steps

1. Color Separation in DCC

  • Split mesh vertices by proxy relationship, setting different vertex colors for different regions.

  • Method 1: Paint model vertex colors.

  • Method 2: Use color ID maps.

For high-resolution render meshes, add a UV set and arrange UVs in the first quadrant. Set different groups and add different color materials.

  • In face mode, select mesh faces and assign new materials (regular Lambert works).

  • Assign different colored materials to all meshes.

  • Copy the mesh.

  • Select Bake -> Transfer Maps to bake and export UV maps with colors.

    • Target Mesh: Copied mesh.

    • Source Mesh: Mesh with grouped materials.

    • Diffuse Color Map: Storage path and file name.

    • Transfer: Select UV space.

  • Find the baked ID map in the directory.

  • Use the above method to get the ID map for the simulation mesh (no need for a new UV set for the simulation mesh, UV0 channel can be used).

2. Setting Up Proxy in UE

  • Create the simulation mesh as a clothing asset using the generic mesh simulation function to create it as a Style3D clothing asset from the FBX.

  • Proxy Mode:

    • Click Proxy Mesh Proxy Mode, add a render mesh skeletal mesh component, and set the Offset.

    • Show Mesh Colors: Check Show Color to display vertex colors in the 3D window.

    • Load Color Map (Optional):

    If no color map is configured, the model's vertex color is displayed. If a color map is configured, the color of the map is displayed.

    • Wrap Color Texture: Enter the color map in the respective fields.

      • Proxy Color: Render mesh color map.

      • Piece Color: Simulation mesh color map.

      • UV Channel: UV channel to apply the map.

    • Creating Proxies:

      • Clear all proxies by right-clicking before creating new ones.

      • Method 1: Automatically create proxies for areas with the same color by right-clicking and selecting Auto Color Proxy Link.

      • Method 2: Manually create proxies by selecting the mesh of the simulation and render meshes and right-clicking to Create Proxy Link.

    • Mesh Selection Notes:

      • Single-clicking the simulation mesh selects the piece, single-clicking the render mesh selects the section.

      • Double-clicking either mesh selects the topologically connected same-color area.

      • Shift/Ctrl + single-click adds/removes pieces in the simulation mesh or sections in the render mesh.

      • Shift/Ctrl + double-click adds/removes color areas.

      • View Proxy Relationships: Hold Alt and double-click the color area of the render mesh to simultaneously display the simulation mesh with proxy relationships.

    • Clear Proxy Relationships:

      • Select a color area, right-click, and choose Clear Proxy Link to clear the current proxy relationship.

      • Right-click and select Clear All Proxy Link to clear all grouped proxy relationships.

    • Save and Apply Proxies: Click Bind to apply all created and modified proxy relationships. Reset render mesh offset and hide the simulation mesh.

Common Issues

  • When both index proxy relationships and color grouping proxy relationships exist for a piece, the color mode proxy (higher priority) is used. If no color mode proxy exists, the index mode proxy data is used.


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