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Discussion in 'Assets and Asset Store' started by mewlist, Nov 9, 2018.
ok cool, so as long as i do not put the transparent object inside the clouds I'll be fine. thanks
I bought this asset yesterday and i must say it works right out of the box. Great work.
Maybe this has been asked before but i can't find a way to change the speed of the clouds.
Today I just have done Version3.0.0 task and submit to AssetStore Review process.
Next, I will try to implement
- scroll control from script.
- Keeping relative position.
I submit Version3.0.0 to AssetStore and the status is InProgress.
When it will be released, I report at here!
I have made New Key Visual Movie.
And made various presets Contact Sheet.
60 over presets will be included !
This movie is rendered with LWRP + Unity2019.1.
Unfortunately HDRP5.x and 6.x not allowed to use PPSv2. So MassiveClouds does not work on Unity2019.1 + HDRP.
I also research and progress LWRP and HDRP support.
What kind of frame rate hit would we see by adding these clouds to a scene? Also does the density or draw distance on these clouds make a big difference?
I'm using Unity2018.3.13 and HDRP, will this work for me? I'm not sure how to check my HDRP version.
Are the clouds' positions generated based upon a random seed? how will it work across a network? is it easily possible to have it so that each player sees the same clouds?
* Top Impact to GPU cost is caused by these parameters
- Octave (with High Number) or Large Tiling Number
If you tune framerate, first try to adjust them.
* Unity2018.3 + HDRP is working. Because It's HDRP is version 4.x.
* Clouds position is generated by Unity Player Time. So users in Network see other Clouds position.
Currently It is impossible to synchronize them.
Next, I will try to implement scroll control from script feature.
I found a way to insert custom render pass into LWRP.
'Rendering Order' will be customizable with LWRP in future MassiveClouds version !
(My article about it. In Japanese)
Hi, I’m on LWRP and would be interested in your asset.
I have an ocean in the transparent pass that sounds like it would be ok with your clouds (clouds would render in front) I also have aircraft with transparent canopies that would fly through the clouds with an external camera (presume clouds would still incorrectly render in front).
Would the custom render pass mentioned above allow me to handle both cases simultaneously?
I found that PPSv2 on LWRP always renders ImageEffect after Transparent pass.
So, currently no way to resolve it.
But, I also found new way for LWRP customization way (official LWRP API is provided).
I plan to implement this in future.
Please wait for update, and sorry for your patience.
Does this play well with Enviro Sky as like an addition post processing effect?
Enviro draws clouds between AfterSkybox and BeforeTransparent.
So, you can draw MassiveClouds with setting CameraEvent "Before Forward Alpha"
MassiveClouds V3 Just Released !
Store URL : http://u3d.as/1mtr
Version 3.0.0 changelog
※If you have old version, you must remove them before install.
- All renderer is overhauled
- All DemoScene is renewed
- 4 Switchable Lighting Modes (Lucid/Solid/Surface/XRay)
- New Shaping method (Sculpture/Softness)
- Optimize parameter
- Resolution scale of Cloud rendering for optimization
- Animated switching of profile
- HeightFog renders far space
- Reduce shader keyword
- Add HDRP shader variants (for Unity 2018.3)
- Dual layered Clouds rendering
- Add Phase shift feature
- Fix: Unexpectedly changed Camera Depth mode
- Fix: [VR] Jitter with SinglePass rendering
Next I try to implement Unity 2019 LWRP and HDRP rendering.
I'd love if you could give more attention to the Aurora. There aren't that many assets which can do it. Thank you very much for your consideration
Do you plan to make a version for Unity 2019.1 hdrp?
Yes I do!
Hi Mewlist.Really beautiful cloud indeed.
Does this play well with Aura 2? Any plan for flying through the clouds?
I test Aura2 with MassiveClouds v3.
It looks well working.
Flying through Clouds also works
I prepare a Demo by webGL
You can see it on chrome browser
Cool! I will definitely buy it.
nice asset :]
does it working with Book of the Dead project??
and does it support on PS4 platform??
Are you generating your volumetric appearance of your clouds by stacking multiple 2d planes on top of each other? I've noticed in that Flying through the clouds web demo that as you pass through the clouds (especially visible when choosing solid from the bottom menu) that you get some horizontal banding happening.
Hi, this is really amazing effect and I just bought it. Only thing I miss is the god's ray integration. There is SunShafts in the StandardAsset but it makes sense to integrate for better quality/performance. Please keep the good work.
I will test and report that!
Massive Clodus use "Raymaching" to render volumetric clouds.
Low iteration parameter or High optimize parameter make long iteration step and artifact is appeared.
I will try to improve more about this
Volumetric lighting is challenging for me.
I will try.
Sorry, PS4 is not supported.
Because, I do not have development machine and I can not test on PS4.
ok ... and what about Book of the Dead project?? does it working on 2018.2 with that?
I have started to test it on 2018.2.21f1.
Please wait it will be done
It is difficult to run BotD. How to import that into project?
I have black screen and errors in console.
I succeeded to run BOTD.
I have added MassiveClouds to Book Of The Dead Scene on Unity 2018.2.21f1
There is one problem in Lighting.
If you run MassiveClouds in BOTD environment, you must change shader code in MassiveClouds.
Replace code of Line6-12 in MassiveCloudsLight.cginc
#define MassiveCloudsLightDirection -_DirectionalLightDatas.forward
#define _MassiveCloudsLightColor _DirectionalLightDatas.color
Then, check InHDRP checkbox in PPSv2 effect inspector.
Defalut, Auto Exposure is strong. So clouds can not be seen in Screen.
So This ScreenShot is adjusted AutoExposure parameter.
(I can not support this, Because this version of HDRP is preview version and custom version for botd.)
nice try !!
so ... its possible to using that on 2018.2 :]
thanks a lot ...
I also try to build on Windows.
I set MassiveCloudsShaderHDRPVariants in Graphics setting, and Build.
It works fine!
can you take an screenshot of these?
and hope to see an option on PPS to adjust the cloud exposure ...
I think BOTD default light intensity is very low (0.6-1.0) LightProperties in Volume
Adjust light intensity, it looks good result.
I am working on next version 3.1
this version will support LWRP render feature.
I plan to deliver many improvements.
- LOD shaping (with Surface / XRay renderer)
- Script controlling of cloud scrolling.
- Performance improvement
- Camera effect Component is separated from MassiveClouds.
- Usage with PPSv2 will change. MassiveClouds Component is required to set on Camera if you use PPSv2.
I will finish task in June.
Improvement of Shaping Clouds
Version 3.1.0 now Released !
Than I start working on next version.
Next version will get more quality and more far clouds.
This is prototype of new rendering engine.
It will reduce artifacts in near and far clouds!
And, I have to implement more features.
wow looks great
In Next Version, Clouds Lighting is become more Real.
This image is Ambient Lighting result.
The 2 layer thing is really nice, and something that our project definitely needed. But we have a request, if possible.
Can you allow both layers to be editable at runtime? We have a complex weather system, where we need to change the cloud density in real-time, on any layer.
Also, would a 3rd layer be hard to implement?
PS: Version 2.0 or 2.1 had a "Rich with shadow" clouds preset. You think you could reproduce it with your next release? When i upgraded to 3.0, i tried to reproduce it, using the same parameter values, but with all the changes between versions, it looks nothing alike.
Thank you for report.
I think it is possible to be controllable each layer from script in next version.
Cloud rendering has many changed from version2.0.
Sorry for changing rendering parameter not having compatibility.
I will try and report if Rich and shadow clouds feeling clouds can be made for version3.1.
Is your cloud system able to do layers or a gradient of colors as you would typically see in a dramatic type sunset scene like this.
Also what if I dont want the clouds to be moving or morphing is there a way to get the clouds the way you want them to look then once the desired look is achieved make them static so they dont move and stay put?
I just purchased this package. I added it to my project which is running HDRP. I am using Unity 2018.3.13f1
This is what I get when i run the CloudsDemo scene.
I don't see any clouds.
What am i missing?
In HDRP(with unity2018), Clouds Demo is not work.
Please set up MassiveClouds as PostProcessing v2 Custom Effect.
(And remove CameraEffect from your camera.)
I also think about 3rd layer
Does it mean "Baking" clouds ?
It seems good idea for performance.
Probably if that realize, it will be cubemap skybox, and only some lighting feature will be available.
I will think it if I can.
there is no problems to implement 3rd layer
But performance is bad to show three layers at once.
although I will implement them
I am working on fly through clouds with high qualty.
this tweet is next version rendering of fly through feature.
In next version, artifact will be reduced and more far cloud will be shown.
Thanks mate. I was able to follow your directions and got the clouds working. wow so many parameters to play with. This is amazing.
For your video on twitter, what settings are you using?
Video on twitter is now in development.
It will be available on next version of Massive Clouds