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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