Search Unity

[ON $20 SALE!✅]Infinigrass-GPU Optimized Interactive Grass-Trees-Meshes,work on mobile,HDRP-URP

Discussion in 'Assets and Asset Store' started by nasos_333, Sep 1, 2015.

  1. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Sure, the idea is same as InfiniGRASS v1.x, any object can be used as brush with any texture, including any mesh and SpeedTree meshes and textures from other packages.

    There is no direct conversion from SpeedTree though yet, so LOD stages have to be manually adapted (insert SpeedTree meshes to the brush). I plan to automate this for v2.x cycle as well, it may also make it to v2.0 first release.
     
    Ryuichi173 likes this.
  2. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Super offer !!!
    Buy InfiniGRASS and get a free GI Proxy voucher, which is upgradable to Sky Master ULTIMATE for $25 (for a limited time, the normal upgrade price will be $50 later) and save $65 on Sky Master ULTIMATE price !!!!

    Get both assets for as low as $85, instead of the normal $150, an almost 50% saving !!!

    The offer is first come first serve, while vouchers are available. Post here and send the InfiniGRASS invoice in PM, to receive the free gift voucher.

    GI Proxy Vouchers left: 2/2
     
    OG_Jacob likes this.
  3. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340




    InfiniGRASS is now $40 price until the next version !!! (vs $60)
    Make sure to grab it while the v1.7.7 is under evaluation.
    .
     
  4. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Upcoming InfiniGRASS v1.7.7 update changes:
    - added left mouse button painting option in Grass Manager
    - addressed warning about scene loading in multithreading module in Unity 5.4+
    - added save-load brush buttons in the brush settings area, for easier access after brush changes

    Also i have created GPU instancing enabled variants of InfiniGRASS shaders that can save a big number of extra draw calls, i am currently evaluating them and will make a Unity 5.6 based release soon after v1.7.7 (also i can send the shaders right away on PM request)

    InfiniGRASS is now $40 price until the next version !!! (vs $60)
    Make sure to grab it while the v1.7.7 is under evaluation.

    .
     
    coverpage likes this.
  5. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    Hi @nasos_333 I need help for a couple of things.
    1. I'm using outdoor lighting box asset, it only does post processing using the post processing stack. However now there is dark "frame" on the grass
    2. When I reduce the world scale, the grass seem to sway more vigorously. When the grass is very small, the swaying becomes unrealistically horizontal most of the time. Is there a way to reduce the sway.
    Otherwise the grass looks great.
    screen_1920x1080_2017-08-19_22-36-29.png Untitled.png
     
  6. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    Just need to fix the black boxes and I can get this on all angles.
    screen_1920x1080_2017-08-20_03-26-20.png screen_1920x1080_2017-08-20_03-29-23.png screen_1920x1080_2017-08-20_03-32-28.png screen_1920x1080_2017-08-20_03-43-45.png screen_1920x1080_2017-08-20_03-27-10.png
     
  7. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    In lower scales, you can lower wind strength, turbulence and the "Stop motion distance" variable. "Stop motion distance" is used as radius for the shader based player interaction, and should be a lot lower (start on zero to see grass stop first and up very little by little, e.g. 1-2 meters etc)

    The "Stop motion distance" is not global and is per brush, so make sure to first click on the brush icon of the brush you need to reduce this on.

    The black border seems like vignetting effect, perhaps in the image effect stack vignetting is enabled, so as first step try to see if enabled and disable it and let me know if this worked.
     
  8. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    it is the ambient occlusion. It probably detect the faint edge and proceeded to fill. Wonder how I can solve this.
     
    ftejada likes this.
  9. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    I see, i think i had the issue as well with a 3rd party AA asset, if i recall i had made a shader variant to deal with this, what Unity version is used ? And is the Unity's image effect used or from another asset ?
     
  10. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    5.62. It's ok and let me share the solution. If you're using Post Processing Stack https://www.assetstore.unity3d.com/en/#!/content/83912 or Post Processing Stack 2 https://github.com/Unity-Technologies/PostProcessing/tree/v2, the "Forced forward compatibility" under the AO setting must be unchecked. Now it works

    Bare:
    screen_1920x1080_2017-08-20_14-36-25.png


    With grass:
    screen_1920x1080_2017-08-20_15-41-10.png


    Glad that I don't have to find another SSAO solution. And your grass solution is 5 star. Will write a positive review later today.
     
    Last edited: Aug 20, 2017
  11. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Nice, i will do some testing in 5.6.2 as well with the latest processing stack.
     
  12. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    • There must be a better way to place the grass. Maybe the grass can grow on specific layers on the terrain (grass layer)?
    • Is this doing GPU instancing now? In gigantic environment, the amount of grass that enable decent performance might not be enough to cover the terrain.
     
    ftejada likes this.
  13. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
  14. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    I have GPU Instancing based shaders ready, though are not up in store yet. If you like i can send them in a Google Drive download.

    Also i have deferred version of the shaders, which plays well with most AO systems, though i have not yet GPU instancing deferred variant (i will work on the combining of the two as next step)

    In the coming v2.0 the grass is pooled, so the terrain coverage can be endless (and procedural)

    In v1.x to cover big terrain it is advised to split the grass in multiple grass managers and activate them as needed (also helps when editing grass in editor, as ungrown managers will not create any overhead)
     
    Last edited: Aug 20, 2017
  15. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    Hi yes GPU instancing version would be useful and I would love to test it for you. However if it's not ready, it's alright don't rush it. I can wait for its release.

    I can't wait for the pooling, it will be phenomenal. I really like the way the grass look.

    Also is it possible for us to add our own grass and trees. Perhaps we can have an event script to make it sway using its native animation.

    I know I can add my own rock prefabs into the tool, I did that in the scene.
     
    Last edited: Aug 21, 2017
    ftejada likes this.
  16. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    Loving the fence (included in infinigrass)
    screen_1920x1080_2017-08-21_09-04-54.png
     
    docsavage likes this.
  17. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340

    Yes, you can add anything in the brushes (and in fences, including colliders, i have a sample with colliders as well)

    I have a video tutorial with new brush making in the videos:

    Also i attach above an image based quick guide of creating a new brush, the main procedure is to copy the 4 base items and add the copied item references in the grass grower script-prefab and the copied material to the copied prefabs.

    Then the copied grower and material are referenced in the grass manager for painting them.
     
  18. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    InfiniGRASS is now $40 price until the next version !!! (vs $60)
    Make sure to grab it while the v1.7.7 is under evaluation.
     
  19. ftejada

    ftejada

    Joined:
    Jul 1, 2015
    Posts:
    695
    Hi @nasos_333

    I imagine that these features / adjustments will be present in InfiniGrass 2. Right?
    Could you do some video showing exactly what these features do?
    My English is very bad and it is very difficult for me to understand well what exactly these characteristics are doing.


    regards
     
  20. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    With GPU instancing


    Without GPU instancing


    Here is a sample of what instancing does, the draw calls are almost halved when used in Unity 5.6 with InfiniGRASS v2.0, vs the pre Unity 5.6 version.
     
    TeagansDad, coverpage and docsavage like this.
  21. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,079
    I'm still waiting to use it!
     
    ftejada likes this.
  22. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    You mean InfiniGRASS v2.0 or the GPU instancing presented above ?
     
  23. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    screen_1920x1080_2017-08-23_03-10-19.png

    screen_1920x1080_2017-08-23_02-52-04.png.jpg screen_1920x1080_2017-08-23_02-39-39.png
     
    Last edited: Aug 22, 2017
    ftejada and nasos_333 like this.
  24. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    coverpage likes this.
  25. ftejada

    ftejada

    Joined:
    Jul 1, 2015
    Posts:
    695
    I both Although mostly InfiniGrass 2 with everything included so I do not have to worry about any problem ... just the art
     
  26. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,079
    InfiniGRASS v2.0
     
  27. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    I am working towards the completion of the Beta, though the new Unity versions created a myriad of issues and warnings and had to be handled as priority (as not handling might mean removal of my assets from the store as the note stated) so unfortunately the development was taken a big back but is moving forward all the time in parallel.

    The other issue is that i would like ideally to use the new Unity 5.6 GPU instancing as another option as it halved the draw calls, thus i added this feature too and made my shaders compatible, which also took some extra time to produce and test.

    I hope that in the next few weeks I will be able to finalize the interface and usability polishing and have the Beta for mass testing.
     
    ftejada likes this.
  28. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    Infinigrass first grass grass option is very pretty. Perhaps you may consider integration with terrain composer and gaia.

    But more importantly I really am looking forward to GPU instancing and pooling solution. Here's some pretty photos using infinigrass and Microsplat. Need pooling to properly do this sort of densities throughout.

    img04038.jpg

    img05270.jpg

    img01892.jpg

    img04548.jpg

    img01982.jpg
     
    nasos_333 likes this.
  29. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Looks lovely :)

    Indeed with pooling the overall performance in vast maps is much improved and almost constant no matter the map size, plus the get in game time is near zero for the grass, as there is zero batching happening in game.

    The system will integrate more easily in v2.0 due to the new rule based planting system, so in v2.x cycle i plan integrations with other systems (since it also makes more sense due to the new massive maps ability with the pooling)

    I am currently relocating again, so is a bit frantic, but i will try to push for the Beta of v2.0 this weekend for releasel later next week.
     
    mtornio, SquadraCorse, ksam2 and 2 others like this.
  30. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Super offers for September !!!

    Buy InfiniGRASS and get a free GI Proxy voucher, which is upgradable to Sky Master ULTIMATE for $25 !!!
    (for a limited time, the normal upgrade price will be $50 later)

    The offer is first come first serve, while vouchers are available. Post here and send the InfiniGRASS invoice in PM, to receive the free gift voucher.

    GI Proxy Vouchers left: 2/2

    InfiniGRASS is also on lower price until the next version ($40 vs $60) !!!
     
  31. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    The next version of v1.x cycle is ready for release, it will be uploaded for review tomorrow.

    Remember to get InfiniGRASS while it is on the current lower price ($40) while the review lasts !!!
     
  32. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    UPDATE:

    The new v1.7.7 of InfiniGRASS has been submitted for review to the store and should be up in the next few days.

    InfiniGRASS v1.7.7
    - added left mouse button painting option in Grass Manager
    - addressed warning about scene loading in multithreading module in Unity 5.6+
    - added save-load brush buttons in the brush settings area, for easier access upon brush changes

    Remember to get InfiniGRASS while it is on the current lower price ($40) while the review lasts !!!
     
    Last edited: Sep 16, 2017
  33. ForgedChaos

    ForgedChaos

    Joined:
    Jan 31, 2014
    Posts:
    49
    Hi there!

    I've installed InfiniGRASS, got the Grass Manager Script all nice and comfy in it's new home but when I try to paint grass by right-clicking the mesh in the scene (I'm using meshes for terrain, not Unity's terrain) it just acts like I'm using right click in the editor to give me the eyeball icon with dots allowing me to look around. I've set the mesh to PPaint tag. Any clues as to what I may have overlooked?
     
  34. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Hi,

    Make sure to also enable the "paint on PPaint tagged object" option in the Grass Manager, otherwise it wont paint on tagged objects. Also make sure to press the Paint button in the manager, to start the painting.

    In the coming version you also have the option to paint with the left mouse button (should be up in the store soon, i have already submitted it). If you want to stabilize the camera when painting, you can press the left mouse button once while the right is pressed, this will lock the camera and wont rotate while the right is pressed.

    Let me know for any more questions
     
  35. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Super offer for September !!!

    Buy InfiniGRASS and get a free GI Proxy voucher, which is upgradable to Sky Master ULTIMATE for $25 !!!
    (for a limited time, the normal upgrade price will be $50 soon)

    The offer is first come first serve, while vouchers are available. Post here and send the InfiniGRASS invoice in PM, to receive the free gift voucher.

    GI Proxy Vouchers left: 2/2
     
  36. claudius_I

    claudius_I

    Joined:
    May 28, 2017
    Posts:
    254
  37. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Hi,

    Yes, it was not a sale, i had adjusted the asset price until the next version, this is usually done to cover new aspects of Unity new versions or add much asked for features, so i lower the price of the asset until the latest version that covers these is released.

    The latest version has been released, so i restored the price of the asset.

    I have a new offer though, if you buy InfiniGRASS, i can send a GI Proxy voucher for free, which is also upgradable to Sky Master ULTIMATE for only $25 (this is temporary also, it will go back to $50 for the upgrade after Sky Master ULTIMATE v3.4.9 is released)
     
  38. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    UPDATE:

    The new v1.7.7 of InfiniGRASS is now up at the Unity Asset Store.

    InfiniGRASS v1.7.7
    - added left mouse button painting option in Grass Manager
    - addressed warning about scene loading in multithreading module in Unity 5.6+
    - added save-load brush buttons in the brush settings area, for easier access upon brush changes

    New standalone Windows demos:

    v17 demo with Sky Master ULTIMATE

    https://drive.google.com/open?id=0B-QCdE1dswQBeXAtVWdDTWs4OHc

    v17 SpeedTree & helicopter demo
    https://drive.google.com/open?id=0B-QCdE1dswQBVUt5Ukd6TEhnX1E

    v14 scripted grass with Sky Master ULTIMATE
    https://drive.google.com/open?id=0B-QCdE1dswQBX0hJSlZUS1NRbUU

    v17 demo
    https://drive.google.com/open?id=0B-QCdE1dswQBQWM4a3NTam9BQWc

    v14 scripted grass
    https://drive.google.com/open?id=0B-QCdE1dswQBZ1BNU0RVekRNS2c
     
    Last edited: Sep 19, 2017
  39. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
  40. Vagrod

    Vagrod

    Joined:
    Aug 4, 2017
    Posts:
    82
    Hi! Before buying InfiniGRASS, I wanted to ask about automation of grass placement. I have 64 procedurally generated and textured terrains (I am using MapMagic for this purpose), so I must have opportunity to apply grass automatically to terrain areas where particular texture has been applied, with some noise distribution inside given textured areas, because manual grass placement in my project is not the case. Is that somehow possible?
    And one more question. I am using streaming approach (WorldStreamer), so every terrain is stored inside separate scene and loads/unloads at runtime as player moves. Will this cause any problems with InfiniGRASS?
     
    Last edited: Sep 26, 2017
    ftejada likes this.
  41. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    For massive grass i would suggest waiting for v2.0. While v1.x can still create lots of grass, it must be split in grass managers and be user handled for the enable-disable, also uses more RAM as grass is not using pooling as in v2.0.

    In v1.x you can plant the grass, ungrow the actual grass and regrow when the prefabed system goes in the game, but again if grass is massive in counts will require gradual enable of the grass managers (as batching all that grass at game start in one frame can make unity unstable)

    v2.0 will also have procedural planting, based on rules (including splat map type etc), v1.x has a mass planting based on splat maps, but must be done on a lower scale and split to managers again to work best. All the spliting to managers and planting are automated in v2.0 and can be done almost instantly on huge terrains (and multiple of them).
     
    Vagrod likes this.
  42. Vagrod

    Vagrod

    Joined:
    Aug 4, 2017
    Posts:
    82
    Great! Sounds ideal for me! Roughly when are you planning to release new version?
     
    Last edited: Sep 26, 2017
  43. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    I dont yet have a concrete date, as there is a lot to be done to finalize on the GUI and user experience side, plus i just adapted it to Map Magic and need to finalize this integration too, then i will try to finish the first Beta, hopefully this month.
     
  44. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Sky Master ULTIMATE v4.0 and InfiniGRASS v2.0


    October offer !!!

    Every new InfiniGRASS purchase will get a free GI Proxy voucher.

    The GI Proxy is upgradable to Sky Master ULTIMATE for only $25 currently
    (will be $50 after the next Sky Master ULTIMATE version release)

    Enjoy :)
     
  45. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    InfiniGRASS is now on sale -34% !!!! for a limited time. The above offer for sky Master ULTIMATE also still stands as long as vouchers are available.

    Get the system for only $39 (vs $60 normal price)


    Enjoy :) !!!!
     
  46. Unityverse

    Unityverse

    Joined:
    Apr 25, 2014
    Posts:
    7
    Where's the best place to find out about updates? Email newletter/blog? Or is this forum best?
    Very interested in 2.0 and the procedural planting you mentioned.
    Just started playing with 1.7.7 today, very fine toolset! I was quite surprised on the depth of features and options.
     
  47. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,340
    Hi,

    I usually post updates here. V2.0 is a much different approach that combines with v1.x for the base batching, but can do things like instant get in game time (no need for any batching during gameplay or at game start) or planting vast terrains almost instantly using rules, also using pooling that reduces any need to re-create resources. Also in Unity 5.6+ i have implemented GPU instancing on top of that system for even further optimization.

    The v1.x is still used for special grass placement and for creating pool brushes to be used for the pooled spreading of grass.

    There is also many more new sub systems, like a batched billboard system for LODs (or for near grass) for least polygons usage, a single material multi grass painting system (use a texture sheet to paint any number of different grass textures with real time painting on the control texture) and much more.

    The system has been 100% stable and working great for some time now, but i need more work on the interface - GUI and integration with other packs and Unity 5.6+ features (i have almost finished integration with Map Magic with great result and instant planting after Map Magic has created the maps), so will take a bit more to cover every single aspect.
     
    coverpage and ftejada like this.
  48. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    If possible, besides wc, integration with terrain composer 2 and Gaia will be great as most use 3 of these tools.
     
    ftejada likes this.
  49. Acissathar

    Acissathar

    Joined:
    Jun 24, 2011
    Posts:
    677
    GAIA just makes a standard Unity terrain, so I don't think anything really needs to be done to make that compatible.

    It's more with GENA, but being able to convert the placed grass into InfiniGrass is the only tie in I can think of.
     
  50. coverpage

    coverpage

    Joined:
    Mar 3, 2016
    Posts:
    385
    Terrain composer has grass placement capabilities. Which I really like as we can use noise, splatmap and such.