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[-50% 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. DragonCoder

    DragonCoder

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    This does look really amazing and possibly exactly what we need :)

    Three questions though:
    Have I understood that passage with "supports any surface" right in the way that the grass is applicable to meshes too (like procedurally generated ones), not only terrains?
    What conditions do the meshes have to fulfill (special texture or UV values for where grass is desired)?

    Do I have to replace the original shader of my mesh, or can it somehow work ontop?
    Reason I ask is because I use a special triplanar texturing + tesselation shader on those meshes.

    Huge thanks in advance!
     
  2. nasos_333

    nasos_333

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    Hi,

    The system does not rely on any mesh properties, only need a valid proper collider to place the grass. It can also follow the mesh should it be movable. Note that adding to procedural map in run time is more tricky, as the batching even though is multithreaded can be heavy, is fine is grass is applied stroke by stroke gradually, like in my run time planting demos though.

    The upcoming InfiniGRASS STUDIO new asset based on InfiniGRASS will use pooling, so wont be doing potentially any batching in run time and can plant whole terrains with the rule based system almost instantly, but will have the limitation that grass is placed on a 2D way (like blanket) and will be usable with the normal grass managers that can plant grass locally in any orientation.

    Let me know for any further questions.
     
    DragonCoder likes this.
  3. DragonCoder

    DragonCoder

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    Thank you for the very fast reply!
    To use the colliders is really smart. Too bad that doesn't work with my 2.5D game where the colliders are 2D but a 3D mesh needs grass.
     
  4. nasos_333

    nasos_333

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    hi, since the game is procedural and if you plan to plant in run time, then you could actually use any method to provide the grass stokes position and surface normal, or fix the normal to any vector to facilitate the 2.5D angle etc.

    I have many real time samples that use collision for example to provide the position and not a raycast, also can just use an abstract function that takes in position and normal and feed it anything as needed for the game grass position.

    There is no real limitation to this, the colliders is just one of the possible ways to choose positions, but are definitely not necessary.

    Or you could use a 3D collider to plant the grass maybe as well and then disable it at game start.
     
  5. marcodepaoli

    marcodepaoli

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    Hello there! I bought infiniGrass today for using on URP.
    Could you send-me the beta version for URP? Thx!
    marcopaulodepaolI@gmail.com
     
  6. nasos_333

    nasos_333

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    Hi, sure, let me know the invoice or order number in a personal message here and will send asap.
     
    Last edited: Apr 23, 2022
  7. nasos_333

    nasos_333

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    .
     
    Last edited: Aug 14, 2022
  8. nasos_333

    nasos_333

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    .
     
    Last edited: Aug 14, 2022
  9. nasos_333

    nasos_333

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    .
     
    Last edited: Aug 14, 2022
  10. nasos_333

    nasos_333

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    (*All above environments are created and optimized using Sky Master ULTIMATE for clouds, sky, fog, weather effects and InfiniGRASS for foliage generation & optimization, no other assets are used.)
     
    Last edited: Aug 24, 2022
  11. carking1996

    carking1996

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    Is there a way to spawn on a mesh at runtime at the start with some random (or pre-defined probably) settings? I have a game where things load procedurally and I want to load grass onto the mesh after the mesh loads. I haven't seen a tutorial where it isn't done without painting. I want the grass to be all over the mesh so it doesn't matter where it is at.
     
  12. nasos_333

    nasos_333

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    Hi, yes is certainly possible, in latest versions i have a planet and a tiles samples that are filled automatically at run time, so can use them as base to put own logic.

    Note that this does require to write code to define what raycasts are needed. The system has option to also follow the object motion and rotation if needed.

    Also what pipeline is used and what will be the item, e.g. how much grass is needed ?
     
  13. nasos_333

    nasos_333

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    InfiniGRASS STUDIO - Work on the refinement of demo scenes. The new asset final Beta is coming soon and on store release will be in deep discount for InfiniGRASS users.
     
    Last edited: Oct 9, 2022
  14. nasos_333

    nasos_333

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    InfiniGRASS STUDIO - Work on mass planting and erase of plants in run time.
     
    Last edited: Jul 3, 2022
  15. nasos_333

    nasos_333

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    InfiniGRASS STUDIO


    InfiniGRASS STUDIO - New unique ARTnGAME developed extra optimization method is now finished, the video shows test on a very dense foliage for gauging the performance in 1050GTX Laptop (Video is also software recorded inside Unity editor, so actual performance should be even higher)

    There is a direct gain of double performance using the new extra optimization. Which brings the InfiniGRASS STUDIO to a next level even with shadows pushed to the max for crazy visual quality !!! Shadows are at 550m in the video, adding shadows even to the furthest the eye can see.


    This new optimization is on top of the 5 new optimizations STUDIO version brings over the current mesh batching in InfiniGRASS v1.x., which are single material - multi grass textures, grid based updating, batched billboards, huge batches spread with blanket mode, GPU instancing and pooling for zero extra RAM allocation.

    This means that InfiniGRASS STUDIO can now enable crazy looking vegetation visuals that are way beyond what is possible with the standard optimization techniques.
     
    Last edited: Jul 15, 2022
    Recon03 likes this.
  16. nasos_333

    nasos_333

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    .
     
    Last edited: Aug 26, 2022
  17. nasos_333

    nasos_333

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    Last edited: Oct 16, 2022
  18. nasos_333

    nasos_333

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    .
     
    Last edited: Oct 4, 2022
  19. nasos_333

    nasos_333

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    InfiniGRASS STUDIO - Work on the biomes demo, the system creates procedurally planting rules based on the chosen Biome and applies them to the real time created map.
     
    Last edited: Oct 16, 2022
  20. nasos_333

    nasos_333

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    InfiniGRASS v1.9.9.8h has been released at the Unity Asset Store !
    InfiniGRASS v1.9.9.8h
    - Added lawn mowing demo and controller of the system.
     
    Last edited: Oct 18, 2022
  21. nasos_333

    nasos_333

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    Sky Master ULTIMATE November Offers !
    InfiniTREE PRO is now released at the Unity Asset Store at -50% Discount and is currently a $5 upgrade from InfiniTREE and a $15 upgrade from Sky Master ULTIMATE or InfiniGRASS !

    LAST HOURS of the SALE !!!!


    Sky Master ULTIMATE is on big discount, buy InfiniTREE PRO for $29 and upgrade for $19 to Sky Master ULTIMATE for total $48 (versus $69 normal price) !

    InfiniGRASS, GIBLION, LUMINA GI, InfiniRIVER, ORION, Particle Dynamic Magic URP and Oceanis are are now discounted to only $19 when upgrading from Sky Master ULTIMATE !

    Enjoy :)
    ARTnGame - Instagram - Facebook - Twitter - Discord - Youtube - Reddit - Asset Store
     
  22. nasos_333

    nasos_333

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    InfiniGRASS is now on -50% discount in Unity Black Friday sale !!

    Also the new Environment Building Bundle
    is now released at the Unity Asset Store !!!


    The bundle is currently at -50% discount ($230 vs $460 normal price) and Sky Master ULTIMATE users can upgrade for a premium further discount at $160. Save $600 on ARTnGAME assets.

    ---------------------------------------------------------------------------------------------------------------
    IMPORTANT: Users that own multiple ARTnGAME assets or assets other than Sky Master ULTIMATE may send a request here for custom discounts on the bundle !
    ---------------------------------------------------------------------------------------------------------------