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Fog Volume 3

Discussion in 'Assets and Asset Store' started by DavidMiranda, Jan 30, 2014.

  1. DavidMiranda

    DavidMiranda

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    Okay, solved :D
    2016-12-29_19-27-47.jpg
     
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  2. DavidMiranda

    DavidMiranda

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    Humm, yeah, I want shadows too :D
    2016-12-30_11-35-43.jpg
     
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  3. Skyfly

    Skyfly

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    You are doing an awesome job! Thanks a lot!
     
  4. DavidMiranda

    DavidMiranda

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    Thank you! Im having a lot of fun tbh :D Although it's also being a lot of pain, haha.

    I have more hot news! Check this :cool::cool::cool::cool::cool::cool::cool::cool:
     
  5. DavidMiranda

    DavidMiranda

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  6. DavidMiranda

    DavidMiranda

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    Volumetric lighting unlocked :)
    2016-12-30_21-32-36.jpg
     
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  7. OCASM

    OCASM

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  8. DavidMiranda

    DavidMiranda

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  9. JonDadley

    JonDadley

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    Wow! The volumetric lighting and shadows look incredible! Can't wait to try out the new version, 3.0 looks like an amazing upgrade.
     
  10. DavidMiranda

    DavidMiranda

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    Thanks! There is some more awesomeness :D


    2017-01-01_16-04-54.jpg

    Just noticed that the shadows failed, so we don't see shadows on the terrain. The Unity shadow caster fails quite often with this :/
     
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  11. DavidMiranda

    DavidMiranda

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    Picture of the day
    Its been a lot of progress today.
    2017-01-03_8-57-10.jpg

    Video here
     
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  12. Deleted User

    Deleted User

    Guest

    All i have to say is.. WOW.. Great job!
     
  13. DavidMiranda

    DavidMiranda

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    Thanks man.
    I have done something today. Made an ad-hoc shader to use the shadowmap in the terrain instead unity shadows. Looks sexy!
    2017-01-04_1-05-44.jpg
     
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  14. DavidMiranda

    DavidMiranda

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    More candies


    A common effect that we can see in cloudy nights when moon is really bright.

     
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  15. JonDadley

    JonDadley

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    Fantastic as usual. Any plans to bring some of these features over to your Foggy Light asset? It'd be really cool to get the volumetric lighting / shadowing effect in that asset :)
     
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  16. DavidMiranda

    DavidMiranda

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    Hi, thanks. I have not done that yet simply because I didn't have the knowledge. This is the beginning! :D
     
  17. hopeful

    hopeful

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    Maybe there could be a new asset, with the two upgrading to the new one? (Only if that makes sense, of course.)
     
  18. DavidMiranda

    DavidMiranda

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    Yes, I will release this as a paid upgrade. The question is, how much :) The old version was around 20€, that's way too far from what it is now at least in terms of power.
     
  19. DavidMiranda

    DavidMiranda

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    Soft shadows done!


    Finally it is possible to affect the whole scene without doing anything, no special shaders or extra work, no special rendering path.... It just works ^_^
     
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  20. Skyfly

    Skyfly

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    Have you tried the clouds in VR?
     
  21. DavidMiranda

    DavidMiranda

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    Not yet. I will prepare a light version today for that test
     
  22. DavidMiranda

    DavidMiranda

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  23. DavidMiranda

    DavidMiranda

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    Hey people,
    I would like to generate new noise textures. Anyone interested on making a plugin to create tileable 3D noises? It would take me ages...
     
  24. DavidMiranda

    DavidMiranda

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    Well, its was time for dramatic cuts to increase performance. I have added a module to render it offscreen, downscaled and stored in render texture, then I inject that rt into the main camera performing alpha blend. Every game with volumetric stuff does the same, so... its not a drama at all :)

    Just got the first result:

    Original:
    2017-01-12_0-53-33.jpg

    128x128:
    2017-01-12_0-53-04.jpg

    Next step is obvious, bilateral upsampling, some blur to hide the jitter and now, I can implement what was suggested here

    There is a lot to do!
     
  25. DavidMiranda

    DavidMiranda

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  26. OCASM

    OCASM

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    What do you think about these clouds (1m4s)?

     
  27. DavidMiranda

    DavidMiranda

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    Pretty good, isn't it?

    Well, working non stop all night long doing bilateral upsampling. You can see the result here
     
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  28. hippocoder

    hippocoder

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    Busy bee since I last checked in here. Like what I'm seeing too. Hope perf is good for older hw :)
     
  29. DavidMiranda

    DavidMiranda

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    Yup, I didn't have much else to do after the Unite demo, so I decided to push this a bit further.
     
  30. strongbox3d

    strongbox3d

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    Does this asset only works in deferred path? I am trying forward but I don't get results

    Regards,
    Carlos
     
  31. DavidMiranda

    DavidMiranda

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    Works in forward.
    Have you seen the field "Forward rendering camera"? In case you have a forward camera, you should put it there. Did you do that?
     
  32. DavidMiranda

    DavidMiranda

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    Reviewing the self shadow method, which has been disabled during 2 months.
    2017-01-19_19-24-30.jpg

    2017-01-19_19-27-17.jpg 2017-01-19_19-30-49.jpg

    Video here
     
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  33. DavidMiranda

    DavidMiranda

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    Welcome to the nebula

    2017-01-20_4-00-13.jpg 2017-01-20_4-00-53.jpg 2017-01-20_4-01-29.jpg 2017-01-20_4-02-46.jpg
     
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  34. JonDadley

    JonDadley

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    Wow, really impressive results but also really impressive framerates! What hardware are you running that on? As always, super excited for Fog Volume 3, we're going to be able to make some beautiful things with it :)
     
  35. DavidMiranda

    DavidMiranda

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    Thanks!
    Performance is a serious thing, yes. I have a gtx970.

    What's the theme of your project? I want to see this in a space themed game! :D
     
  36. JonDadley

    JonDadley

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    That's great perf for a gtx970!

    I have two projects I use Fog Volume in currently, this Karaoke/Comedy/Horror game and this abstract exploration game. I've got some big plans for the new Fog Volume in the second project :) - after seeing the tunnels / nebulas you've made I think I might make a VR space game after that too!.
     
  37. DavidMiranda

    DavidMiranda

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    whooot? :D


    I have to get associated with someone after the release to make vr possible.
    Another thing that always seemed impossible to solve was the alpha blended shaders. Do you know if any volumetric asset does?
    Im worried because that makes it almost worthless. You can have a nebula but you can't use particles? Imagine that.... :-/
     
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  38. JonDadley

    JonDadley

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    I haven't seen anyone solve the issue of alpha blended shaders in other volumetric assets yet, it seems to be a common problem :( I'd love to see it fixed because as you say, it is a big issue for most games. The fog looks so good in your new videos though that it would be worth sacrificing alpha blended particles just to use it!
     
  39. DavidMiranda

    DavidMiranda

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    Yup, its a drama.

    I have wrote some words about the history of the plugin. How it started and what's the current situation.
     
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  40. punk

    punk

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    @David_MG
    Looking forward to the new version, I have all manner of marvelous idea's on what I'm going to use it for in Brides Of Vampira. Brides is a VR game also, so if you need any help debugging single pass VR, i'd be happy help
     
  41. DavidMiranda

    DavidMiranda

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    @punk
    Good to hear, Sir. Yes, I will probably need to make some friends in the VR field, since this is a totally unknown world for me and I will need help to make vr possible.
    I think I can fix vive by myself. I solved one eye! haha. I have to render the Volume twice with 2 different matrix projections, I think. Anyhow, I will dig into this after the release, otherwise I won't release this til 2035 :D

    Thanks for your willingness
     
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  42. punk

    punk

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    :)
     
  43. elbows

    elbows

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    Ive had the luxury of not needing to worry about this so I dont really know what I'm talking about here but anyway....

    Have you had a look at the Adam Interior Environment which Unity released on the store some months back? A couple of particle systems that use some kind of custom 'particle alpha blended' shader are used in this scene to add moving whispy detail to the volumetric fog that is lit by an area light in that scene. Perhaps it contains useful clues?

    https://www.assetstore.unity3d.com/en/#!/content/74965
     
  44. DavidMiranda

    DavidMiranda

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    Never looked at it. Thanks, I will check it after the release.
     
  45. DavidMiranda

    DavidMiranda

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    Good news, Fog Volume 3 says Hello to Mac

    Captura de pantalla 2017-01-24 a las 18.58.41.jpg
     
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  46. No0B25

    No0B25

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    Very nice looking stuff you got there. I'm thinking to get it. Are you planning to increase the price when 3.0 comes?
     
  47. DavidMiranda

    DavidMiranda

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    Yes, I worked way too much this time :)
     
  48. DavidMiranda

    DavidMiranda

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    Ok, today it's been a long day. I have worked today in variable density. It was not in the plans.... but was better to invest 30-40 hours of work to improve the functionality.
    Imagine the following situation:
    2017-01-27_21-10-09.jpg
    And we don't want to use 3 fog volumes, of course. So we can use the primitives feature to do the following:

    2017-01-27_21-11-43.jpg

    Now we can look through the windows without seeing fog in the exterior:

    2017-01-27_21-12-52.jpg btw, don't expect volumetric lighting yet! I just made a very ad-hoc scene

    What else can we do with this feature? We can shape clouds manually.
    2017-01-27_21-14-34.jpg
    2017-01-27_21-18-16.jpg
     
  49. DavidMiranda

    DavidMiranda

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    New video!


     
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  50. DrDuke

    DrDuke

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    Beautiful nebula. I also experiment with visualization of various space objects, you may be saw some of my work here https://www.shadertoy.com/user/Duke/sort=newest&filter= . As I undestand you are using raymarching of sdf. Could you describe your method? Did you tried to implement multiple scattering for volume?