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Massive Clouds Atmos / Massive Clouds

Discussion in 'Assets and Asset Store' started by mewlist, Nov 9, 2018.

  1. whidzee

    whidzee

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    ok cool, so as long as i do not put the transparent object inside the clouds I'll be fine. thanks :)
     
    mewlist likes this.
  2. norby

    norby

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    Hi Mewlist

    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.

    Norby
     
  3. mewlist

    mewlist

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    May 22, 2017
    Posts:
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    Hi Norby.

    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.
    features.

    Thanks.
     
  4. mewlist

    mewlist

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    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 !
    コンタクトシート-M.jpg

    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.

    Thanks.
     
    Last edited: May 3, 2019
    DMeville, Flurgle, nirvanajie and 2 others like this.
  5. whidzee

    whidzee

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    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?
     
  6. mewlist

    mewlist

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    May 22, 2017
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    Hi whidzee.


    * Top Impact to GPU cost is caused by these parameters
    - Iteration
    - MaxDistance
    - ShadowQuality
    - 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.

    Thanks.
     
  7. mewlist

    mewlist

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  8. Karearea

    Karearea

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    Sep 3, 2012
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    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?
     
  9. mewlist

    mewlist

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    Hi Karearea.

    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.
     
    Karearea likes this.
  10. Player7

    Player7

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    Does this play well with Enviro Sky as like an addition post processing effect?
     
  11. mewlist

    mewlist

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    Enviro draws clouds between AfterSkybox and BeforeTransparent.
    So, you can draw MassiveClouds with setting CameraEvent "Before Forward Alpha"
    upload_2019-5-6_23-4-15.png
    upload_2019-5-6_23-3-18.png

    Thanks.
     
  12. mewlist

    mewlist

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    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.
    Thanks.
     
    Flurgle and Rowlan like this.
  13. Rowlan

    Rowlan

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    4,200
    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 :)
     
    mewlist likes this.
  14. gamerpc36

    gamerpc36

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    Jul 10, 2017
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    Do you plan to make a version for Unity 2019.1 hdrp?
     
  15. mewlist

    mewlist

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    Hi gamerpc36
    Yes I do!
     
  16. nirvanajie

    nirvanajie

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    Hi Mewlist.Really beautiful cloud indeed.

    Does this play well with Aura 2? Any plan for flying through the clouds?
     
  17. mewlist

    mewlist

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    Hi nirvanajie

    I test Aura2 with MassiveClouds v3.
    It looks well working.

    Thanks.

    upload_2019-5-8_23-10-34.png
    upload_2019-5-8_23-9-54.png
     
  18. mewlist

    mewlist

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  19. nirvanajie

    nirvanajie

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    Cool! I will definitely buy it.
     
    mewlist likes this.
  20. Davood_Kharmanzar

    Davood_Kharmanzar

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    @mewlist

    hello,
    nice asset :]

    does it working with Book of the Dead project??

    and does it support on PS4 platform??
    thanks.
     
  21. whidzee

    whidzee

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    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.
     
  22. chrisk

    chrisk

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    Jan 23, 2009
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    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.
    Cheers!
     
  23. mewlist

    mewlist

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    I will test and report that!
     
  24. mewlist

    mewlist

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    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

    thanks.
     
  25. mewlist

    mewlist

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    Volumetric lighting is challenging for me.
    I will try.
    Thanks.
     
  26. mewlist

    mewlist

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    Sorry, PS4 is not supported.
    Because, I do not have development machine and I can not test on PS4.
     
  27. Davood_Kharmanzar

    Davood_Kharmanzar

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    ok ... and what about Book of the Dead project?? does it working on 2018.2 with that?
     
  28. mewlist

    mewlist

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    I have started to test it on 2018.2.21f1.
    Please wait it will be done
     
  29. mewlist

    mewlist

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    It is difficult to run BotD. How to import that into project?
    I have black screen and errors in console.
     
  30. mewlist

    mewlist

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    I succeeded to run BOTD.
    I have added MassiveClouds to Book Of The Dead Scene on Unity 2018.2.21f1

    upload_2019-5-11_0-47-44.png

    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

    Code (CSharp):
    1. #if defined(MASSIVE_CLOUDS_HDRP)
    2.     #include "Assets/_LocalPackages/botd.com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoop.cs.hlsl"
    3.     #include "Assets/_LocalPackages/botd.com.unity.render-pipelines.high-definition/HDRP/Lighting/LightDefinition.cs.hlsl"
    4.     StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
    5.     #define MassiveCloudsLightDirection -_DirectionalLightDatas[0].forward
    6.     #define _MassiveCloudsLightColor _DirectionalLightDatas[0].color
    7. #else
    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.

    Try this!

    (I can not support this, Because this version of HDRP is preview version and custom version for botd.)
     
  31. Davood_Kharmanzar

    Davood_Kharmanzar

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    nice try !!
    so ... its possible to using that on 2018.2 :]
    thanks a lot ...
     
    Last edited: May 13, 2019
    mewlist likes this.
  32. mewlist

    mewlist

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    I also try to build on Windows.
    I set MassiveCloudsShaderHDRPVariants in Graphics setting, and Build.
    It works fine!
     
    Davood_Kharmanzar likes this.
  33. Davood_Kharmanzar

    Davood_Kharmanzar

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    nice :)
    can you take an screenshot of these?

    and hope to see an option on PPS to adjust the cloud exposure ...
     
  34. mewlist

    mewlist

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    I think BOTD default light intensity is very low (0.6-1.0) LightProperties in Volume
    Adjust light intensity, it looks good result.

    upload_2019-5-14_17-30-0.png
     
    Davood_Kharmanzar likes this.
  35. mewlist

    mewlist

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    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.
    Thanks.

    upload_2019-5-25_1-24-23.png
    LOD

    upload_2019-5-25_1-30-24.png
    Improvement of Shaping Clouds
     
  36. mewlist

    mewlist

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    Version 3.1.0 now Released !
     
    Davood_Kharmanzar likes this.
  37. mewlist

    mewlist

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    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.
    I try.

    Thanks.
     
    Rowlan and nirvanajie like this.
  38. norby

    norby

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    wow looks great
     
    mewlist likes this.
  39. mewlist

    mewlist

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    In Next Version, Clouds Lighting is become more Real.
    This image is Ambient Lighting result.
    upload_2019-5-28_1-11-6.png
     
    r3ndesigner and Gekigengar like this.
  40. whidzee

    whidzee

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    looking amazing
     
    mewlist likes this.
  41. ayrton2389

    ayrton2389

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    Hey,
    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.
     
  42. mewlist

    mewlist

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    May 22, 2017
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    Hi ayrton.

    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.
     
  43. Migueljb

    Migueljb

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    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.
    https://cdn.shopify.com/s/files/1/0374/5581/products/SUN-0747_2048x.jpg?v=1511705904

    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?
     
  44. whidzee

    whidzee

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    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?

    upload_2019-6-1_16-38-35.png
     
  45. mewlist

    mewlist

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    In HDRP(with unity2018), Clouds Demo is not work.
    Please set up MassiveClouds as PostProcessing v2 Custom Effect.
    (And remove CameraEffect from your camera.)
     
  46. mewlist

    mewlist

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    I also think about 3rd layer
    Hi Migueljib
    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.

    Thanks
     
  47. mewlist

    mewlist

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    there is no problems to implement 3rd layer
    But performance is bad to show three layers at once.
    although I will implement them

    Thanks
     
  48. mewlist

    mewlist

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    nirvanajie and Rowlan like this.
  49. whidzee

    whidzee

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  50. mewlist

    mewlist

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    Video on twitter is now in development.
    It will be available on next version of Massive Clouds

    Thanks