A toy/demo adaptation of a procedural modelling approach I previously worked on.

Manually edit a procedural shape made up of various segments, or generate shapes based on parameter ranges that you can define. 

You can switch between modes by clicking on the 'edit'/'generate' buttons. You can also adjust high level controls at the top, such as subdivision or shading mode.

Known issues:

  • Wireframe mode is not working properly.
  • Currently trying to figure out why UVs are broken, so for now there are no textured materials.

I have included a Windows version, in case the WebGL does not work.

Explanation

This system involves chaining together individual parametric shapes to create an overall model. The original version of this was designed as part of a Unity Editor tool. This is a toy/demo that I created a build friendly UI for with limited controls.

Question for anyone that knows:

  • You may notice the wireframe does not work as expected. In Unity I'm using GL.wireframe in OnPreRender/OnPostRender attached to the camera. This works perfectly in the editor, but in builds it does not. Does anyone know if there is a way to get this to work in a build? Or will I need to write a shader instead?

Thanks!!

Download

Download
CSPM_v1.zip 26 MB

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