Hello I’m validating transitioning from our current rendering pipeline within Unity to Omniverse.
The first problem I see is that I don’t see how to solve the next problem. Within Unity I have a complex system of decals (textures) that have a rendering order supported by the draw order of Unity’s decals shaders. Is it possible to do the same within Omniverse? How can I reorder transparent objects so that they appear in the order I want, having the same position as the meshes.
Neither in the Omniverse Code projector system nor in the Omniverse create shaders do I see any valid system. Thank you
Unity and Omniverse are VERY different animals. Unity is a games engine. Omniverse is not. Omniverse is a physically accurate Digital Twin Simulation Platform. We not have the ability or desire to fake or cheat anything. Therefore, we do support decals in this sense. Certainly not multi-layered. There are no draw orders. They would not be physically accurate.
We DO support adding a physically based material to physically correct geometric label and applying that label to a beer bottle. We do support transparency so you can have an alpha mask.
I hope that helps. If your pipeline is game based, I would not say Omniverse is suitable. If your pipeline is AECO, or accurate Visualization and Simulation, then we are a good fit, but we try to employ physically accurate workflows. That means accurate lights, materials, and texturing techniques.
If you have follow up questions on getting started, I would be happy to answer.