The lower pre-1.0 price will end once version 1.0 is released, which is slated for January 2021
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MudBun is a real-time volumetric VFX mesh tool. It procedurally generates meshes from “brushes” that define shapes, distortion, and surface modification. MudBun can also be used for quick volumetric modeling and provides a convenient auto-rigging feature. Locked meshes, including auto-rigged ones, can be exported using Unity's official FBX exporter package.
There are various render & meshing modes available with different styles & characteristics. Supported meshing modes include: marching cubes (balanced), dual quads (faster & stylized), surface nets (can blend to/from dual quads), and dual contouring (slower, excels at preserving sharp features, can blend to/from dual quads).
MudBun can be used to create organic-looking meshes, which makes it a great combo with Boing Kit , a tool for producing organic bouncy effects.
MudBun is customizable. Users can extend the framework to create custom brush shapes, distortion brushes, modifier brushes, and shaders. It is also possible to define custom rigging logic for the auto-rigging feature.
Using a special data representation, MudBun frees users from worrying about the constraints of a finite voxel grid when working within typical game settings.Features ( details with animations):
- Volumetric mesh generation & modeling.
- Built-in VFX & primitive brushes.
- Distortion & modifier brushes.
- User-defined custom brushes.
- Brush groups.
- Render modes: smooth mesh, flat mesh, circle splats, quad splats.
- Meshing modes: marching cubes, dual - quads, surface nets, dual contouring.
- Dynamic voxel density.
- 2D Mode.
- Mesh collider generation.
- Mesh locking & auto-rigging.
- Mesh auto-smoothing.
- Automatic vertex welding of generated mesh.
- Smooth corners for dual contouring.
- Render pipelines supported: built-in RP, URP, HDRP, and custom RP.
- Custom Amplify Shader Editor nodes.
- Borderless voxel space.
- GPU memory budgeting & auto adjustment.Compatibility:
- Unity 2019.3 or newer.
- Platforms with graphics APIs that support compute shaders .
- Windows is the only platform under active development, maintenance, and testing. Occasional tests are performed on MacOS. Mobile devices and consoles are untested. WebGL is not supported due to its lack of compute shader capability (for now). Using locked/exported standard meshes generated by MudBun at edit-time should be fine on all platforms, as it doesn't require MudBun at run-time.
- Cached Perlin noise depends on inline sampler states , which are officially supported by Unity on selected platforms. Some Vulcan devices seem to support inline sample states just fine, although Vulcan is not listed by Unity.
- It is highly recommended to target platforms with dedicated GPUs
, as MudBun uses compute shaders. It is not
recommended to target platforms with integrated GPUs, unless MudBun is only used at edit-time to build meshes to be exported or locked at run-time.
- If you are not sure how MudBun runs on your targeted platforms, please try out the trial version first.Limitations:
- MudBun is intended and optimized for localized real-time volumetric VFX mesh generation with dynamic brushes. Modeling and terrain editing with many brushes are possible but should be kept at a reasonable scale.
- Non-desktop devices generally have weaker hardware than desktops and might not be suitable to run MudBun. It's best to try out the trial version on your targeted platforms first.
- Because of Unity's different implementation regarding GPU fences in Metal, MudBun needs to circumvent certain issues by allocating more GPU memory on Metal platforms when more than one renderer is present.
- MudBun currently does not render in prefab mode. Unity APIs related to prefab mode/stage are still in flux. Once they are stabilized, work on making MudBun render in prefab mode will begin. As a workaround for now, please edit prefab instances in scene view and use the options accessible via the inspector panel to apply overrides.
- Scaling brushes might not work as users would normally expect. Due to the nature of signed distance fields, there is no general solution for non-uniformly scaled shapes. Non-uniform scaling is still possible for some special cases and sometimes through approximation. A brush's local scales are usually not used as typical scales, but are interpreted as shape-specific parameters. For example, local scales are used as actual scales for box brushes, but are used as approximation for sphere brushes, and are interpreted as various dimensions like height & radius for cylinder & torus brushes.Known Issues
- The new shader preprocessor in Unity 2020.2 does not expand multi-line macros properly. The issue is tracked here . Here are the instructions to disable the new preprocessor.
- Due to some issues in the Metal shader compiler, the \"Count As Bone\" flag on solid brushes is not respected, and all brushes are counted as bones during auto-rigging on Metal platforms.Notice on Importing & Upgrading:
- Please don't move MudBun's root folder and leave it as is after importing. Due to certain limitations, some resources are referenced relative to the root asset folder. Moving the MudBun folder around can break the references.
- When upgrading from older versions of MudBun, please DELETE
the entire MudBun folder before re-importing from a newer package. File structures might have changed, and directly re-importing a new package on top of an existing one could cause unexpected issues.