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Amplify - Virtual Texturing for Unity Pro [Beta 1.2.1]

Discussion in 'Made With Unity' started by Diogo-Teixeira, Dec 6, 2010.

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  1. Reapazor

    Reapazor

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    It's looking great :) We're in preproduction right now for something which I'm hoping to use this on :)
     
  2. PolyMad

    PolyMad

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    Ahhh now it's clear, because from the video it looks only like you can assign textures in the scene but so now I guess that one is just the start before starting painting on them :)
    This is the great "Megatexture" technology by Carmack brought to Unity :)

    Gosh... I wonder if you have already in mind a target price :)
     
    Last edited: Dec 23, 2010
  3. Diogo-Teixeira

    Diogo-Teixeira

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    Reapazor, I'm doing my best to start the beta this week or next week at most.

    Indeed it is. :)

    We'll announce pricing right after the beta is out.
     
  4. maxfax2009

    maxfax2009

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    Hi Diogo

    So looking forward to this BETA :)

    How well does your system work with modular building on the grid, where 3D models share texture space, so to cut down on draw calls.
     
  5. Diogo-Teixeira

    Diogo-Teixeira

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    maxfax, the draw call rules are the same as for the regular system so it should batch just as well.
     
    Last edited: Jan 4, 2011
  6. PolyMad

    PolyMad

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    What about Beast lightmapping, will it blend quietly?
     
  7. Diogo-Teixeira

    Diogo-Teixeira

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    Works like a charm with Beast lightmapping. Plus, you can integrate it with any Surface shader.
     
  8. psyclone

    psyclone

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    Could really use this for the project im working on.... Any information on timing cost etc would be useful..

    Looking really good.
     
  9. Diogo-Teixeira

    Diogo-Teixeira

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    psyclone, I'm about to finish the first beta (cleaning up and documenting right now). I have two more betas plus a release candidate coming up with about 1 month (worst case) of each other. Best case release: March; Worst case release: April.

    We'll announce the pricing structure shortly after starting the beta sign-up.
     
  10. PolyMad

    PolyMad

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    OMFG
     
  11. ivanzu

    ivanzu

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    awsome plug in i think NASA could use it ;)
     
  12. Slem

    Slem

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    I think this is completely awesome. Great work!
     
  13. Reapazor

    Reapazor

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    Looking good :)
     
  14. Diogo-Teixeira

    Diogo-Teixeira

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    * bump *

    ivanzu, slem, reap: cheers :)

    After a little delay the beta is finally out. The original post was updated.
    Your feedback will be greatly appreciated.

    Here's a direct link to the beta page to save you the trouble:
    http://diogo.codingcorner.net/amplify/
     
    Last edited: Jan 19, 2011
  15. Pulov

    Pulov

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    I'll start testing next week. I'm too busy now, but really want to try it.

    I'll try it with first with large aerial photos
     
  16. bigkahuna

    bigkahuna

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    I signed up and hope to start testing this today. Thanks!
     
  17. Reapazor

    Reapazor

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    Yay for beta sign up!
     
  18. loken

    loken

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    So any other beta testers out there having problems with it? I get an Invalid Path exception when trying to create the Amplify Texture.
     
  19. Diogo-Teixeira

    Diogo-Teixeira

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    loken, also got a bug report regarding that issue. For now make sure you open a scene before creating an Amplify Texture.

    The bug is fixed and I'll update the package as soon as possible.
     
    Last edited: Jan 14, 2011
  20. psyclone

    psyclone

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    Very nice... Utilizing the beta in project building based on Hero Quest. Used the Advanced Dungeon Kit (store) and virtilized the textures.

    Very nice result using Amplify.
     

    Attached Files:

  21. Diogo-Teixeira

    Diogo-Teixeira

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    psyclone, nice to see the plugin work on someone else's game :)
    Let me know if you're having any trouble with it.
     
  22. Tinus

    Tinus

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    Heya Diogo,

    Any change I can get into the beta as well? I sent in the application form, but haven't received any feedback. :)
     
  23. Diogo-Teixeira

    Diogo-Teixeira

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    Tinus, I just checked that you've signed up successfully. You should have gotten an email right after signing up with download instructions. Should I resend?
     
  24. Tinus

    Tinus

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    That's odd, I didn't get one. So yes, please resend. :)

    Perhaps I put a typo in the email address, it should be tinus (at) glitchcomplex.com
     
  25. Diogo-Teixeira

    Diogo-Teixeira

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    Tinus, I've checked your sign-up and your mail was correct. It was probably something on my side. I sent you the confirmation email manually just now.

    If anyone else didn't get their confirmation email, please let me know.
     
  26. Tinus

    Tinus

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    Just received the email, many thanks!
     
  27. Vinícius Sanctus

    Vinícius Sanctus

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    Acabo de me inscrever para o Beta Diogo! Estava pesquisando seu site, e sua vasta experiência com jogos muito me inveja! :>

    Espero poder ajudar achando algum bug!

    Acabe com eles!
     
  28. Diogo-Teixeira

    Diogo-Teixeira

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    Vinícius, obrigado. :)
     
  29. siliwangi

    siliwangi

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    Dude check your p.m.
     
  30. Diogo-Teixeira

    Diogo-Teixeira

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    Stellar, forgot to enable PM notifications. Thanks for the heads up.
     
  31. Diogo-Teixeira

    Diogo-Teixeira

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    New version uploaded: Beta 1.1.2

    The complete list of changes:
    - Improved virtual texture build speed.
    - Added serial material converter tool. (Amplify/Converter)
    - Added ability to modify cache size at runtime.
    - Added skinned mesh support.
    - Added parallax shaders.
    - Changed channel support and replacement shaders for consistency with Unity materials.
    - Resolved embedded texture count scalability issues, up to thousands of textures are now supported without any noticeable editor lag.
    - Deferred texture re-import/post-processing. Added progress bar.
    - Fixed duplicate editor-mode camera.
    - Fixed occasional hangs on cancel.
    - Fixed invalid page requests.
    - Fixed empty page file name.
    - Fixed BMP loading crash.
    - Fixed DDS post-processing error.

    Signees should be receiving an e-mail containing more detailed information about the release and download instructions.

    If you wish to give it a spin but haven't signed up yet, here's your chance:
    http://diogo.codingcorner.net/amplify/beta/signup/
     
  32. Dreamora

    Dreamora

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    Only had time so far for a short test of the new version, but already that short test gets 3 of 2 thumbs up from me :)
     
  33. tatoforever

    tatoforever

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    Diogo,
    I'm already on your beta list, how can i download the new version?
    Cheers,
     
  34. PolyMad

    PolyMad

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    There's the link in the email...
     
  35. tatoforever

    tatoforever

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    Sorry, i mean "I've already subscribed to older betas".
    I would like to know how to download this new beta?
    Cheers,
     
  36. Dreamora

    Dreamora

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    By following the link you got in the mail (if you were subscribed for previous betas you got a mail on the new version, at least I did)
     
  37. Diogo-Teixeira

    Diogo-Teixeira

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    dreamora, cheers :)

    tatoforever, I've sent you a PM with download information.
     
  38. tatoforever

    tatoforever

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    Hi Diogo,
    I got the links on my email, it just that I'm participating on all Unity Beta platforms and its hard to find anything else non beta related, but i managed to find your email yesterday! :)
    Tanks for the links anyway!
    Keep working hard! This is one of those awesome tech needed for Unity!
    Cheers
     
  39. Diogo-Teixeira

    Diogo-Teixeira

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    tatoforever, will do :)
     
  40. glebski

    glebski

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    Hi

    Feeling a bit thick and can't seem to get it to work. I followed the instructions in the readme, but keep getting this error:
    "[Amplify] The AmplifyManager was disabled, re-enabling it will please re-enable it once any issues are resolved."

    I'm just trying to make a simple globe with a large texture on it. Exactly like in the video at the top of the thread.

    Thanks
     
  41. Diogo-Teixeira

    Diogo-Teixeira

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    glebski, I'm happy to help.

    There should be an error description right before that manager disabled notification.

    Also, everytime there's a fatal error in Amplify a "amperr.dump" file is created in your root Asset folder.
    You can either submit it via the report form:
    http://diogo.codingcorner.net/amplify/beta/feedback/

    Or you can send me an email directly via my forum profile.

    A few issues that come to mind:
    - What version of Unity are you running? Amplify is not guaranteed to work with any Unity version below or above 3.1.0f4. Unity 3.2 beta probably won't work either.
    - Have you imported the newest revision on top of a previous one? This version will only be installed correctly if the previous one is removed entirely before importing.
     
  42. glebski

    glebski

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    Hi Diogo

    Thanks for the reply. I'm using Unity Pro 3.1.0f4 and haven't uploaded any revisions, just imported the unity package available for download. Have just submitted the error file.

    Thanks a lot for developing this, I am really looking forward to using it (paying for it) thanks.
     
  43. glebski

    glebski

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    Correction... tried to submit the error file but the form returned "file is empty, please submit something more substantial"?

    This is the error which comes up prior to the manager being disabled.

    "[Amplify] FreeImage
    at (wrapper managed-to-native) FreeImageAPI.FreeImage:GetFIFFromFilename (string)
    at AssetMonitor.GetEntry (UnityEngine.Texture2D asset) [0x00000] in <filename unknown>:0
    at TextureCollector.FindRelevantMaterials (.TextureChannel[] channels) [0x00000] in <filename unknown>:0
    at TextureCollector.Start (.AmplifyTexture asset) [0x00000] in <filename unknown>:0
    at AmplifyInternalEditor.BuildCheck (.AmplifyTexture asset) [0x00000] in <filename unknown>:0
    at AmplifyInternalEditor.OnEditorUpdate () [0x00000] in <filename unknown>:0
    UnityEngine.Debug:LogError(Object)
    AmplifyError:ErrorShutdown(Exception, Boolean)
    AmplifyInternalEditor:OnEditorUpdate()
    UnityEditor.EditorApplication:Internal_CallUpdateFunctions()"
     
    Last edited: Feb 7, 2011
  44. Diogo-Teixeira

    Diogo-Teixeira

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    Cheers, I'm looking forward for you to try it without any issues :)

    That is odd indeed. I'd appreciate if you could send me the relevant parts of your Editor log to: diogo at codingcorner dot net
     
  45. Diogo-Teixeira

    Diogo-Teixeira

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    OK. No need to send me the editor log then.

    Can you tell me what file format, dimensions and pixel format you are using in that texture?

    Currently only these formats are supported:
    BMP, DDS, EXR, HDR, JPG, PNG, PSD, TGA, TIFF

    Question: Are you using Unity for Mac?
     
    Last edited: Feb 7, 2011
  46. glebski

    glebski

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    I tried using the default texture included in the package. It shows up with default defuse material, but not with Amplify/Defuse.

    Yes I am using it on Mac. Is that wrong?
     
  47. Diogo-Teixeira

    Diogo-Teixeira

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    Indeed that's the problem. Amplify only works for Windows at the moment.
    I should have made it more obvious in the documentation. Sorry for any inconvenience.

    I initially intended to delay Mac support until Beta 3 but decided to anticipate it based on sign-up statistics. Data shows that more than half of signees are using Mac as well. That said, I'm working on Mac and OpenGL support as we speak.
     
  48. glebski

    glebski

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    Ah, sorry I missed that there was no Mac support yet. Feeling very stupid right now. Didn't mean to waste your time. Sorry.
     
  49. Diogo-Teixeira

    Diogo-Teixeira

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    Don't beat yourself up, I'm pretty sure I forgot to include that important detail in the documentation or anywhere else for that matter. So this is ultimately my fault. I'm actually glad you brought it up.

    Hopefully you'll be able to try it out soon. Cheers.
     
  50. PolyMad

    PolyMad

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    Diogo what about the editor?
    Will it be possible to edit the megatexture by directly adding splat maps on splat maps all along like you can in Tech5?

    http://www.youtube.com/watch?v=b4ieFw2s7Fw&NR=1

    Do you have somewhat of a roadmap that we can check?
    I'm very interested in this tool and I'd like to buy it but as it is now it's very limited in editing and it doesn't unleash its real power.
    As it says in the video, you need special editing tools to make good use of all this available memory, the old way of working texture by texture is no more valid when world is like a canvas you can paint on... then you need brushes to paint on it.
    I know this is probably another hard wall to hit the head to have it done but... well, when you have done 99, I think you should make 100 :D
    Otherwise it's like having a 1000 HP car without a steering wheel :D
     
    Last edited: Feb 7, 2011
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