From developer
I’m trying to reduce any routine work with the plugin and automatize as many processes as I can, but at the same time, I want to give you as much flexibility as it can be useful.
What does it mean? It means you can create any models you want, with any geometry, vertex count, texture, material, render pipeline, attach any scripts, and so on.
But at the same time, this means that all responsibility for the performance of your assets remains on you. Which materials will you use (PBR, tessellation, smoothness), which size of textures will you use, will you use texture atlas or separate texture for each object, will you combine meshes or not, and so on. You can set all these things as you want, the MBS does not touch it.
* Shortly there will be Mesh Combining built-in function but this is not implemented yet.
NOTE: some textures can deteriorate a lot with this stretch, and in this case, it can be better to use triplanar materials instead of textures.
NOTE: By default, the pivot point should be in the center of the bottom, but if you shift it you’ll shift the ratio of stretching/shrinking of the wall sides.
And with the shifted pivot point. In the shown case, the outer side of the wall will not be stretched at all, but the inner side of the wall will be shrunk 2 times more because the ratio was shifted with the shifting of the pivot point.
When walls are connected into the closed loop they will automatically change their facing inside the formed area. It means that their forward direction / z-axis / blue arrow will point inside the area they form.
To place the floor tiles MBS is using two different models
To prepare walls to work in MBS please follow next rules:
Vertices of each side of the wall model should be colored (vertex color) in any unique color except black (RGB (0,0,0)) and white (RGB (255,255,255)).
One side – one color.
NOTE: make sure that vertices are colored in the same RGB color. If there is a difference even in one digit, for example, RGB (255, 0, 0) and RGB (254, 0, 0), the MBS will treat this as different sides.
Since MBS stretches wall models that are placed under 45º (grid space) stretching doors, windows, and similar things can negatively affect the visual or functional part. Because of it, there is “no effect color” – black RGB(0, 0, 0).
If your model has parts that shouldn’t be modified due to stretching or something else, color them in black. And if your model has children’s models such as doors, windows, or any interactive parts and so on, color them too.
As mentioned earlier, how much the vertices will be displaced depends on the offset of each vertex along the z-axis relative to the pivot point, or, in other words, it depends on the wall thickness. This means that the thicker the wall, the greater the offset of the points.
For 3 angles this equals to:
So.. when you are creating a window hole or doorway or any part that does not participate in corner modification make sure the wall has enough space from the corner up to this part to move the corner without overlapping or any other issues.
For example: on the screenshot below you can see there is not too much space on the sides of the window and if we try to move the corner (as MBS will do) we get overlapping issues.
To prepare floors to work in MBS please follow next rules:
To prepare floors to work in MBS please follow next rules:
Done! Asset imported. Now you can use it in MBS.