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View Code? Open in Web Editor NEWA virtual reality sculpting application developed in Unity3D
A virtual reality sculpting application developed in Unity3D
A new tool that deforms the mesh based on a perlin noise pattern.
Computing tool specific processes outside of the main thread will make sure that the rendering frame rate will not be affected by the tool‘s complexity.
There should be a menu allowing the user to manage application specific settings like enabling symmetry or exporting the mesh as an OBJ file. This menu has to work in VR so it should probably be controlled by a laser pointer UI.
The README should contain more information about the application.
When running the compiled executable of the application, the input of the grip buttons on both Odyssey controllers is not being recognized.
Adding a functionality that would allow users to sculpt symmetrically would be a huge benefit.
If the mesh folds you can see the back faces on top of the mesh's surface. This is a problem with the custom shader.
The app should be able to receive tracking data from the OptiTrack system and display it in a Unity scene.
A circle showing the size of the tool’s effect radius when it is being changed by the user.
This will be helpful since it is not always clear how large the effect radius is from looking at the gradient on the mesh.
The raycast on the mesh to determine the tool position in desktop mode does not work because the mesh does not have a collider anymore. The collider needs to be reapplied to the mesh in the desktop scene.
There should be a way to export the mesh as an OBJ file.
The appearance of the sculpt scene should be improved. For instance the material color of the mesh is too light so that it is not clear what area is being affected by the sculpt tool.
Instead of implementing #3, there should be an organized pipeline of multiple threads dealing with the mesh deformation. The threads should interact with each other as shown in this diagram:
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