Work In Progress / 08 December 2019

Crystal Generator Tool #9: We Have Saving!

After a long few days of trying to figure out why the material wouldn't save the parameters, it turns out that the materials have to be exposed during instantiation for them to actually be seen within the scene. Annoying, but it's done!

Below, you can see a quick run-down of the current workflow, with mesh generation, customisation and saving! It's brilliant finally seeing some form of progress some out of this tool.

Next, I plan to create further meshes  to include for the user as well as adding some polish on the UI, shadergraph and Debug elements.