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Some tips.

Double sided shader,
get a double sided shader for objects like the goblet on the bar top
as from an angle it looks see through.
a good one to use is the Standard-2Sided.shader that is free
just download zip and unpack. there are 2 shaders i havent used the Standard-2Sided-FixNormals.shader
you just place shader(s) in your project folder assets/shaders
locate it in your object material from the shader menu at the top.
it may end up in failed to compile at the bottom of the list , it still works fine .

None metallic objects,
for things like brick walls and none metallic objects.
on forward rendering options in the material
turn off
specular highlights and reflections

lower level on normal maps that use low res images.

Var files,
when creating the Var ,if its a scene like a room , or some kind of environment,
its nicer to save the scene ,makes easier viewing than having to set it up,
use the scene json file to create var, some accidently pic the jpg file
if its just a singular objects like a chair ,animal ,plant etc . that would be fine to just
to use the assetbundle without scene .
 
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Hi VamTastic

Thanks for your Tips, appreciate it.

When i use the double sided shader...
1712475955844.png


It goes from this...
1712475892708.png


to this.
1712475928817.png


As you can see, it fixed the shape of the object, but also changed the material itself.

On the right side i now have this
1712476057108.png


No settings and other maps anymore, as they where in the standard shader settings.



Ok i will add the json scene file to the var in the future.
This makes sense, lights and other setting are then already in there.

Can i replace an attached downloadable file in my post?
Couldn't figure out how to do that.
 

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Hi VamTastic

Thanks for your Tips, appreciate it.

When i use the double sided shader...
View attachment 353300

It goes from this...
View attachment 353298

to this.
View attachment 353299

As you can see, it fixed the shape of the object, but also changed the material itself.

On the right side i now have this
View attachment 353302

No settings and other maps anymore, as they where in the standard shader settings.



Ok i will add the json scene file to the var in the future.
This makes sense, lights and other setting are then already in there.

Can i replace an attached downloadable file in my post?
Couldn't figure out how to do that.
use the Standard-2Sided.shader this has the same features as the standard shader.
with adding normal map textures to specular it may be in ( failed to compile) at the bottom,not sure why its not in the Custom section, the fixed normals version i never used it for lack of settings.

yeah seems a shame as you have gone to the trouble of setting the scene up to take a screenshot display on Vam hub
that making use of the saved scene file would be just as easy to use.

simple to do , just have a folder Ghostwalden in saves/scene and have your scenes saved in so its easier to locate them
then in the add-on package builder ,
go add file ,look for your scene where you saved it , normally shows 2 images thats why you have to check which one is the Json file.
after selecting the json file of your scene
add some quick info
Prep package , will say something to fix ,like the assetbundle click to fix
then finalise package .
you can then load your new var and test it , just to check all is ok.

replacing or should we say updating a file in Vam hub, as your original will be put in history, is easier enough to do
as uploading your first one.
 
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Hm.. i thought i used the Standard-2Sided shader.

I downloaded the Zip you linked and it contained this two files.
1712487361665.png


In my unity project folder under Assets, i created the folder shaders and put them in that folder.

In Unity i only can select the this TwoSided (FixedNormals) shader
1712487452681.png


How do i load then the Standard-2Sided shader?



Hmmm... ok, it easier to updating a file as uploading the first one...
But how to update the file.

I go into edit mode, but cant find an option for updating the file.



Um... in Question & Answers Forum i posted another Question about loading materials to imported objects in unity.
Sometimes it loads them automatically, when i load an object, sometimes it doesn't.
Is there a way to load them automatically if they don't?
 
Hm.. i thought i used the Standard-2Sided shader.

I downloaded the Zip you linked and it contained this two files.
View attachment 353333

In my unity project folder under Assets, i created the folder shaders and put them in that folder.

In Unity i only can select the this TwoSided (FixedNormals) shader
View attachment 353334

How do i load then the Standard-2Sided shader?



Hmmm... ok, it easier to updating a file as uploading the first one...
But how to update the file.

I go into edit mode, but cant find an option for updating the file.



Um... in Question & Answers Forum i posted another Question about loading materials to imported objects in unity.
Sometimes it loads them automatically, when i load an object, sometimes it doesn't.
Is there a way to load them automatically if they don't?
as said it may be in ( failed to compile) ,lol
 

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as said it may be in ( failed to compile) ,lol
Ah, ok, there it is.
Sorry, but sometimes i do not everything well understand, because my english isnt that good ;)

I thought this is a text appearing somwhere in the window because the unity has some problems with the shader lol
 
materials and objects , this is a tricky one i have had good behaved obj and fbx files and other times bad,
the worst is obj and the mtl material file, thats suppose to contain the info for the textures , but seem the info gets lost
mainly the case when im using blender , but fbx files are normaly good at retaining the material info for textures
other occasions even if the fbx or mtl has the info for the textures , it can be that unity doesn't know where to look for the images
and you end up having to extract the materials in unity and doing it manually.
 
materials and objects , this is a tricky one i have had good behaved obj and fbx files and other times bad,
the worst is obj and the mtl material file, thats suppose to contain the info for the textures , but seem the info gets lost
mainly the case when im using blender , but fbx files are normaly good at retaining the material info for textures
other occasions even if the fbx or mtl has the info for the textures , it can be that unity doesn't know where to look for the images
and you end up having to extract the materials in unity and doing it manually.
Thanks for your reply VamTastic.

I already thought it would come down to that.
But i wanted to ask, before i do a lot of work manually, in case there is an easier way.
 
Hello VamTastic

Right now im doing another asset by add the textures manually to the Materials and stumbled upon a problem.
Maybe you know this.

There's a grid wall in it.
How can i make only the grid itself visible and the space between transparent?

It looks like this right now.
1712496262065.png


But should be transparent, like here
1712496305945.png
 
Hello VamTastic

Right now im doing another asset by add the textures manually to the Materials and stumbled upon a problem.
Maybe you know this.

There's a grid wall in it.
How can i make only the grid itself visible and the space between transparent?

It looks like this right now.
View attachment 353349

But should be transparent, like here
View attachment 353351
yes alpha transparent textures
first you need to go to your image , the chicken wire mesh image then, tick alpha is transparency and Apply
image2alpha.png
Next the material for transparency , change Opaque to cutout or transparency
see image
transparent.png
 
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Ok i selected this wire picture
1712498625422.png


Ticked alpha transparency, then applyed
1712498674448.png



On the Material i used it as Albedo Map and set Rendering Mode to Transparent
1712498739069.png


Then in the Scene it looks like this
1712498778381.png
 
Ok, guess i got it.

I need a transparent image File for this.
So i made a tiff with transparency, then it worked.

It also works, when i set the image that has no transparency in it as normal map.
But it then creates red edges, that doesn't look good.
 
Ok, guess i got it.

I need a transparent image File for this.
So i made a tiff with transparency, then it worked.

It also works, when i set the image that has no transparency in it as normal map.
But it then creates red edges, that doesn't look good.
i will convert it for you correctly , the png is the correct format
 
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Ok i selected this wire picture
View attachment 353354

Ticked alpha transparency, then applyed
View attachment 353355


On the Material i used it as Albedo Map and set Rendering Mode to Transparent
View attachment 353356

Then in the Scene it looks like this
View attachment 353357
try this i created the texture to be an alpha png transparent texture.
set the image type back to default , normal maps are used as a bump map
the setup you did was correct , it was the texture that was wrong as it is an alpha mask texture.
use the image below as it now has transparency , the black area will be see through.


1712498625422.png
 
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Why not the tif format? it worked with it.

Ok, it got a bit pixelated
1712507101451.png


I draged in the whole opacity file here to convert.
I don't want to cause you a lot of effort, only if you feel like it and have the time

Gridmat1_Opacity.png
 
Why not the tif format? it worked with it.

Ok, it got a bit pixelated
View attachment 353401

I draged in the whole opacity file here to convert.
I don't want to cause you a lot of effort, only if you feel like it and have the time

View attachment 353404
the image is pixelated because it is low res , the first image you posted is 918 x 919 . png
the second image just noticed , different file name Gridmat1_Opacity.png 2048x2048
neither are tiff , im confused .
tiff image file is fine if thats what you prefer to use, it supports alpha .
i have not used tiff , because that most of the time the images are png and jpg in the models from sketchfab .
 
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Thanks for your reply.
Yes, this png does not have a really big resolution, i know.
There was no bigger one availabe.
I just used tif, because i know, it supports alpha.
As far as i know, jped doesn't, png i dont know, didnt try that.
 
converted version of your Gridmat1_Opacity.png 2048x2048
correct that jpg is a standard image texture . tiff , png and tga support transparancy



Gridmat1_Opacity.png
 
Another little question i do have.

I downloaded this little car, and it has a platform on the ground.
1712513476771.png


It comes in one peace, there is only default, where all is in.
1712513527740.png


Can i somehow open such a moldel and delete a part of it?
For this one i just would like to delete the ground platform.
 
Another little question i do have.

I downloaded this little car, and it has a platform on the ground.
View attachment 353443

It comes in one peace, there is only default, where all is in.
View attachment 353444

Can i somehow open such a moldel and delete a part of it?
For this one i just would like to delete the ground platform.
if the object is an obj file ,the platform you will need something like blender to remove it
 
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