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[ON $20 FIXED PRICE SALE!✅]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI

Discussion in 'Assets and Asset Store' started by nasos_333, Nov 17, 2014.

  1. ftejada

    ftejada

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    Hi nasos!!

    I send MP, when you can look at it
     
  2. nasos_333

    nasos_333

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    Hi,

    I have replied to the PM, also i will send the test version asap.

    I attach a few videos and pics of v3.4 in use with InfiniGRASS v2.0 demo:




     
    Last edited: Nov 24, 2016
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  3. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.4.5 is now available in Google Drive download, on PM request.
    A full list of changes will be compiled and posted soon.

    Also a Beta version for Unity 5.4.2f2 is available (v3.4.6), which is close to final release for Unity 5.4+ as it has been extensively tested, but i would like to do some extra tests before calling a final release. This version removes all warnings from the system related to changes in v5.4+ (4 warnings related to Legacy will still be shown, these are not in game related and appear due to the references in Legacy particles in the Legacy to Shuriken converter for volume particle clouds and will be removed when Legacy particles are removed from Unity).

    A new Dynamic Snow shader for SpeedTree usage with Sky Master is also available, that is based on Unity 5.4.3f1 shaders, for full compatibility to latest Unity version. The new shader has many more control options for seasonal color tinting and snow coverage range control. Link: https://drive.google.com/file/d/0B-QCdE1dswQBR0kyTnZhM0JzVlk/view?usp=sharing
     
    Last edited: Dec 15, 2016
  4. ftejada

    ftejada

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    Hi nasos!
    I send facture MP.

    Regards.
     
  5. nasos_333

    nasos_333

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    Ok, great, i have sent the link in PM
     
  6. nasos_333

    nasos_333

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    Last edited: Nov 25, 2016
  7. nasos_333

    nasos_333

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    WIP on the new glass shader for Sky Master ULTIMATE v3.5. The glass has many more properties and options for better running liquid emulation and glass depth.

    A video of the glass - liquid shader in action will be up soon.

    Sky Master ULTIMATE v3.4.5 is now available in Google Drive download, on PM request.
    A full list of changes will be compiled and posted soon.

    The version for Unity 5.4.2f2 is also available (v3.4.6). This version removes all warnings from the system related to changes in v5.4+ (4 warnings related to Legacy will still be shown, these are not in game related and appear due to the references in Legacy particles in the Legacy to Shuriken converter for volume particle clouds and will be removed when Legacy particles are removed from Unity).

    A new Dynamic Snow shader for SpeedTree usage with Sky Master is also available, that is based on Unity 5.4.3f1 shaders, for full compatibility to latest Unity version. The new shader has many more control options for seasonal color tinting and snow coverage range control. Link: https://drive.google.com/file/d/0B-QCdE1dswQBR0kyTnZhM0JzVlk/view?usp=sharing
     
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  8. nasos_333

    nasos_333

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    A few notes on the night time in Sky Master, i came across while making InfiniGRASS v2.0 demo

    The new Volumetric Lighting requires a shadowed light to function the best with transparency. So at night time themoon light is suggested to have shadowing enabled (by default is disabled in the moon light)

    If another light is used and has shadows (e.g. spot light) then this is not needed.

    The "min_sun_intensity" parameter for sun light at night, is set to 0.01 by default, this creates the issue that the sun light is still active at night time (even though it does not light the scene) and this may affect performance, so it is advised to put the "min_sun_intensity" in SkyMasterManager to zero.

    Setting the sun light to zero intensity will remove the sun shadowing, so may affect the Volumetric Light in the scene (if used and uses shadow occlusion option), thus shadows may be needed to be activated on the moon light.

    In summary, the current setup lowers the sun light at night time at a value very low but above zero and increases moon light (without using shadows from moon), which has the issues that:
    1. Sun is still active so increases draw calls (plus combined with moon light), because "min_sun_intensity" is above zero (which seems to keep all draw calls, even if the actual lighting in the scene is near zero)
    2. If "min_sun_intensity" is set to zero, to avoid the draw calls issue, then there is no shadows in the scene (since moon light has them disabled by default) which can create issue with Volumetric Lighting (in shadow occlusion mode) and transparencies.

    So, the advised setup to save on draw calls (when Volumetric Lighting is not used) is to put "min_sun_intensity" variable to zero,which will turn off the sun lighting completly.

    The advised setup for use with Volumetric Light and to save on draw calls is to put zero to "min_sun_intensity" (which completly removes sun light and sun light shadows) and have shadows turned on in the moon light. This also helps in a smoother transition when sun shadowing goes off at zero sun intensity.
     
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  9. recon0303

    recon0303

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    new glass shader looks great.
     
  10. nasos_333

    nasos_333

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    Thanks, i will post a video showing all options soon too.
     
  11. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.4.5 is now submitted to the store for review and should be up later this week.

    Features & changes:
    - Much improved Configurator performance when in editor time
    (reduce allocations to near zero while open and idle)
    - Added proper undo for the new volume cloud and curve based controls in Configurator
    - Added better scene view preview for the new volume clouds and ambient lighting when in editor time
    - Removed collider from rainbow quad
    - Added instructions in RTP demo for unziping the relevant controller script and usage
    - Added minimum rainbow intensity (for showing instead of complete vanish in clear weather)
    - Added instant cloud density, sun intensity and horizon change response in configurator at editor time
    - Added sun positioning update rate (timer discretize)
    - Default volume light is set to X2 downsample (than X4)
    - Default far distance in volume lighting set to max and color to neutral (put 5000 dist and 0.95 light as default)
    - Added shadow plane name in volume clouds to make apparent which layer casts the shadows in the prefab

    - Automated Conversion of Volume Particle Clouds to Shuriken (button in Configurator to auto convert to Shuriken, added entry to the Guide for usuage)
    - removed dependency of Renderer in SetRenderQueue script (needed for the above Converter to function properly)
    - Added DestroyImmediate(Object,true) when erasing Legacy on conversion, to cover prefabs case when Legacy component must be removed
    - Added shaping to Shuriken clouds with automatic box area definition and proper sizing (affects the cloud bed in Shuriken)
    - Added infinite life to Volume Cloud Particles for the new Shuriken case, so the cloud life is not dependent on the value on the Shuriken particle.
     
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  12. nasos_333

    nasos_333

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    Big December offer !!! from 5th to 15th of December.

    Every new purshase and review of Sky Master ULTIMATE, will also get InfiniGRASS latest version in Google Drive download.

    In the 16th winners chosen between everyone participating will also get a voucher for one of InfiniGRASS, Particle Dynamic Magic, Toon Effects Maker, InfiniTREE or Advanced FX Creator (5 vouchers in total, one of each asset).

    To participate, buy and review Sky Master ULTIMATE between today and the 15th of December 2016 (California time) and send a PM with the invoice and reviewer name as it appears in the store review, plus leave a post in this forum thread stating the date of purshase.

    A Google Drive download for InfiniGRASS will be sent asap in PM.

    The winners of vouchers will be announced in the 16th of December.

    A Unity 5.4 native version of Sky Master ULTIMATE v3.4 (v3.4.6) is also now available for all users in Google Drive download on PM request.
     
    Last edited: Dec 5, 2016
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  13. ftejada

    ftejada

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    What a shame for those who already have infinigrass like me... :(
    There would be no possibility of those who already have infinigrass and we are interested in SkyMaster, SkyMaster had a price for example of € 45 or something?

    Very good deal anyway !!! ;)

    Regards
     
  14. nasos_333

    nasos_333

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    I had a discount for a long time in Sky Master, so will be a while until i do an extra one in this, but i am actively thinking about a cheaper Sky Master version that may come next year at some point, without GI Proxy (though GI Proxy and the new volumetric lighting is very cool to miss :) ) and perhaps without some of the upcoming stuff like the FFT water and the new full volume clouds planned for v4.0.

    This is not yet certain though, as managing more versions of a single asset is harder to keep up with than a single version.

    Of course as far as this offer is concerned, if someone already has InfiniGRASS, i can send in Google Drive another one of my packs as well :) instead (and switch vouchers with some other pack as well if win one)
     
  15. ftejada

    ftejada

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    A nasos question ...

    If you send a package by google drive. How do we update that asset with the different versions that you take out of it?

    Regards
     
  16. nasos_333

    nasos_333

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    The offer is for the current version of the systems, but i can always send an updated version on PM request individually if a new version is up (i usually upload all new versions in Google Drive before they hit the store, or can upload on demand if i miss one as well)
     
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  17. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.4.5 is now up at the store
    with many enchancements and additions.

    Features & changes:
    - Much improved Configurator performance when in editor time
    (reduce allocations to near zero while open and idle)
    - Added proper undo for the new volume cloud and curve based controls in Configurator
    - Added better scene view preview for the new volume clouds and ambient lighting when in editor time
    - Removed collider from rainbow quad
    - Added instructions in RTP demo for unziping the relevant controller script and usage
    - Added minimum rainbow intensity (for showing instead of complete vanish in clear weather)
    - Added instant cloud density, sun intensity and horizon change response in configurator at editor time
    - Added sun positioning update rate (timer discretize)
    - Default volume light is set to X2 downsample (than X4)
    - Default far distance in volume lighting set to max and color to neutral (put 5000 dist and 0.95 light as default)
    - Added shadow plane name in volume clouds to make apparent which layer casts the shadows in the prefab

    - Automated Conversion of Volume Particle Clouds to Shuriken (button in Configurator to auto convert to Shuriken, added entry to the Guide for usuage)
    - removed dependency of Renderer in SetRenderQueue script (needed for the above Converter to function properly)
    - Added DestroyImmediate(Object,true) when erasing Legacy on conversion, to cover prefabs case when Legacy component must be removed
    - Added shaping to Shuriken clouds with automatic box area definition and proper sizing (affects the cloud bed in Shuriken)
    - Added infinite life to Volume Cloud Particles for the new Shuriken case, so the cloud life is not dependent on the value on the Shuriken particle.


    This version is ideal for converting any custom Volume Particle Clouds to Shuriken with the automated converter, to be future proof for the time Unity decides to remove Legacy particles from Unity, since both Legacy and Shuriken coexist and conversion is straightforward and automated.
     
  18. nasos_333

    nasos_333

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    UPDATE:
    More options for the new Glass and water shader WIP for v3.5


    Big December offer !!! until15th of December.

    Every new purshase and review of Sky Master ULTIMATE, will also get InfiniGRASS latest version in Google Drive download.

    In the 16th winners chosen between everyone participating will also get a voucher for one of InfiniGRASS, Particle Dynamic Magic, Toon Effects Maker, InfiniTREE or Advanced FX Creator (5 vouchers in total, one of each asset).

    More Details inside spoiler:
    To participate, buy and review Sky Master ULTIMATE between today and the 15th of December 2016 (California time) and send a PM with the invoice and reviewer name as it appears in the store review, plus leave a post in this forum thread stating the date of purshase.

    A Google Drive download for InfiniGRASS will be sent asap in PM.

    The winners of vouchers will be announced in the 16th of December.

    A Unity 5.4 native version of Sky Master ULTIMATE v3.4 (v3.4.6) is also now available for all users in Google Drive download on PM request.
     
  19. nasos_333

    nasos_333

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  20. nasos_333

    nasos_333

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  21. nasos_333

    nasos_333

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    WIP on the new water and glass shader for v3.5. The InfiniGRASS 2.0 demo that includes the new Glass shader controls and a first WIP version of the new water shader will be released later today.
     
    Last edited: Dec 25, 2016
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  22. nasos_333

    nasos_333

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    InfiniGRASS v2.0 WIP Demo guide:

    Videos of new v3.5 glass and water shaders in action:



    A few notes on the demo, the current limitations and the WIP:
    - The batches are not yet all optimal, the system can essentially do huge batched models and pool them independtly of the ground formation, currently the batch creation is still WIP and in the regulation process and is also regulated in combination with the automatic batching happening in play time (though the goal is to pre-pool everything, for instant get in game time and zero overhead from in game batching)

    - Some batching is happening in play time currently, the final demo will have all grass-trees pre loaded in the pool and batch only when absolutly needed (if the pool is chosen carefully may never need to batch in play time)

    - There is no LOD stages for all grass - trees implemented yet

    - There is no shadow control (per distance or LOD level) implemented in the demo (will be in the final demo)

    - Everything is created on the fly, land generation, planting and growing the grass. The land and planting positions can be pre-determined if full procedural mode is not required (land is finite for example)

    - Memory consumption in editor is reported steady (around 450MB for the demo), though the windows reported memory while playing the standalone is higher and is probably because of the terrains that are not recycled (the terrains and planted positions remain in the game as the player moves, so they could be taking up the extra ram, why this is not reported in the profiler is still under investigation)

    - The shader is forward rendering based in the demo, the final system will also have support for the full deferred Unity 5+ mode, which further reduces draw calls

    - There shader is not yet using GPU instancing, a version with GPU instancing is already created and polished and will be available in v2.0 or v2.x cycle, to further reduce draw calls.

    - The grass patches density and placement thickness is WIP, so in the demo there is probably areas or biomes that use more thickness in grass than nessessary, so there may be lots of overlaping that will be avoided after the placement system gets the final tweaks.

    - The demo uses multiple image effects that can be heavy and do not yet use the new unified image effects of Unity 5.4+. Use the "Only grass" button to gauge the performance of the grass system (this is also including the land generation and planting though, that can also be avoided if not needed)

    - Use the biome icons to enable different grass-trees-decals (rocks etc) as the new lands are created. When going back to these lands the previous biome will remain, independently of the currently selected one.

    - The grass shaping is enabled only in the region up and right of the cave (in relation to the initial player view when getting in on the demo) and as far as the single control texture used in the demo allows (so near the cave is a good place to test the shaping). Also not all grass can be shaped yet in the demo (WIP), the main grass is shaped with right mouse button. The final system will assign more textures are needed to cover all areas in the big procedural world case.

    - Some biomes are heavier than others due to the still WIP regulation of grass density and batches, the heaviest are the low grass (3rd button in upper row) and Tall red tree (3rd button in lower row). The two left icons in bottom row do not enable different biomes, but rather change the texture of grass in various ways, the first toggles main grass and distant forest style and the 2ond toggles between various grass textures for main grass.

    - Place rock button will place a rock that is enabled for grass adaptation, grass recalculation is happening when the player is moving, so place the rock and move a bit to see grass adapt to it.

    - There is cases where the automatic ground adapt will remain active even if player is not moving, this is WIP to address (as should only remain open when player moves and only remain always open on demand if there is an actual need to full real time adapt of grass for cases like exposions changing the landscape). This behavior can be used in the demo to sample how a full real time adapt is (e.g. at some points only rotating the camera will adapt the grass to the rock in full real time)

    - Place vertex grass will spread a vertex grass patch on the ground around the player, this grass is using a rendertexture system for grass rotation and wind (which is more realistic but a bit heavier than the pure GPU approach in the default shader) and has specular highlights in the grass (but not yet translucency emulation like the default shader)

    - The cloud prests are not done (so use only the default clouds at demo start) and land types and styling is also WIP

    - Some barks do not yet use the ground adapt system (the shader for barks that will support snow is WIP) so will remain on a ground level even if tree is planted in a hill-mountain.

    - The birds system is rather heavy as it enables three separate particle systems, so is to be used only for showcasing the effect than the performance and is adviced to be turned off for performance evaluation.

    - Rivers are ground adaptable as well (e.g. place rock under them to see the adaptation)

    - The grass is re-adapted to ground based on the "Shape grass every" distance, when place rock is active this distance is reduced to recalculate placement at smaller intervals to showcase the adapt effect. For best performance set this highest possible.

    - The demo is built using DX11 and the grass with the new vertex shader placed using "Place vertex grass" is DX11 (will be adapted to DX9 for final version as it is using more textures than needed currently). Also vertex grass has no control for specularity yet (will be in next demo version)

    - Move to night time using Sky Master Time of Day control to enable the flash light for local light interaction with grass showcase.

    - Blur effect is default on when entering the demo, use the "Cinematics on" and off button to toggle it off for extra performance (toggle cinematic effects on and then off to disable it)

    - The lands and planting is happening in a brute force approach, the final system will create grass near the player as priority first and then move to further away and out of view lands.

    - Out of view grass batchers are not yet occluded (WIP)

    - When batching happens there are artifacts due to the new ground placement shader, handling this is WIP (this is no issue if pre-pooling grass, the demo has pre-pool only for a few grasses for now, also WIP to have all pre-pooled)

    This is the latest InfiniGRASS v2.0 WP demo with Sky Master integration, it is still WIP but polished enough for a first showcase alongside Sky Master ULTIMATE.

    The demo is a stress one, as it creates everything on the fly (land, grass placement, grass growth etc) and showcases the new full procedural mode for very big variety and worlds. A lot more optimizations in performance are also WIP and will be in the next demo (details in the spoiler above).

    InfiniGRASS v2.0 WIP demo with Sky Master ULTIMATE integration & the new v3.5 glass controls & water shader (WIP):
    https://drive.google.com/file/d/0B-QCdE1dswQBTktIdDZXS3lLMDA/view?usp=sharing
    .
     
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  23. nasos_333

    nasos_333

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    Sky Master ULTIMATE v4.0 WIP - Full volumetric clouds

    The full volume clouds is the final option in Sky Master cloud systems, for stronger platforms (mainly desktop) and have the perks of more accurate lighting per sun position, better vertical formations and later in v4.x cycle the system will support fly through and ground noisy fog and various other effects.
     
    Last edited: Dec 19, 2016
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  24. nasos_333

    nasos_333

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    Last edited: Dec 20, 2016
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  25. Ryuichi173

    Ryuichi173

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    Hi nasos,
    I have bought Particle Dynamic Magic and Sky Master ULTIMATE half years ago(perhaps)
    They are very fantastic but I have some little problems with Sky Master ULTIMATE.

    It seems that default night sky setting is too bright for my game. Of course I know that there are a lot of option for configuration of sky, but there are too many params to control for me, because some of them are interacting each other. Could you explain me for how to configure let it more dark and naturally looks?

    ps.

    Is your Big Offer valid for my case or newbee only?
     
  26. nasos_333

    nasos_333

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    Hi,

    The sky brightness can be set with the presets and/or the "sky coloration offset" variable in SkyMasterManager which also corresponds to "Sky Coloration Intensity" slider in the configurator. I get black night when set this to -0.1 and use either the new gradient based or previous preset based coloration.

    The Gradient based coloration is activated with a checkbox in the configurator, that opens up the sky gradients

    Note that the default gradients are set to a bit more bright (greyish) night color, so if the gradient is used change the color keys to darker colors for night time (the last key and 1st and 2ond keys in the gradient) after setting "sky coloration offset" to -0.1 and refine the rest of colors based on that setting.

    The "sky coloration offset" variable also works on the Sky Dome (the spherical sky dome used for special cases or Unity 4.x) if this is the one used.

    The new (in v3.4+) gradients system also allows to fine tune the colors per time of day without coding (a bit of coding was required for the previous presets system that has presets coded in SkyMasterManager script e.g. copy the code of preset and fine tune its parameters), so you can set the night as dark as needed with "sky coloration offset" first and then fine tune day coloration (e.g. if need to be brighter) through the gradients.
     
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  27. ftejada

    ftejada

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  28. nasos_333

    nasos_333

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    Hi,

    Advanced FX Creator includes Particle Dynamic Magic and GI Proxy (same as the one in Sky Master ULTIMATE) as well and implements it in Anrgy Bots demo (which is also included).

    So Advanced FX Creator is Particle Dynamic Magic + GI Proxy + Sample implementation of some effects and GI Proxy in Angry Bots demo.

    For users that have Sky Master ULTIMATE and Particle Dynamic Magic (or just Particle Dynamic Magic), i can send the Angry Bots demo, so essentially would have all Advanced FX Creator includes.
     
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  29. nasos_333

    nasos_333

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    WIP on the new ocean waves (FFT) and full volumetric clouds systems for Sky Master ULTIMATE v4.0

    The full volumetric clouds
    have multiple performance controls for ultimate control and various techniques to increase visual quality with less sampling.
     
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  30. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.4.5 - evolving volume clouds in InfiniGRASS v2.0 demo
     
    Last edited: Jan 24, 2017
  31. Lohrion

    Lohrion

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    Hey Nasos,

    I wish you a merry christmas.

    As usual it's a pleasure messing around with SkyMaster. But I just noticed while profiling to squeeze a bit more performance out of my application that the Update-method of the script VolumeClouds_SM generates about 280 kB GC Alloc each frame, caused by the GameObject SETB1_DAY CLOUDS(Clone). Do you know the reason for this, or how I could reduce that amount? If you need more information to reproduce, just let me know.

    Best regards,
    Patrick
     
  32. nasos_333

    nasos_333

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    Hi Patrick,

    I will check it out asap and get back on this. Is this in Legacy volume particle clouds or the new Shuriken based volume particle clouds (v3.4 +) ?
     
  33. nasos_333

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    Dynamic snow using Sky Master ULTIMATE and InfiniGRASS v2.0 (WIP for InfiniGRASS v2.0 demo)

     
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  34. Lohrion

    Lohrion

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    I am using the legacy volume particle clouds from the latest version available in the asset store. I used the Shuriken ones, but the converter threw an error each frame due to my scene setup (I do not have a camera in some scenes) and so I went back to the legacy system.
     
  35. nasos_333

    nasos_333

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    Hi

    If possible to send the error message and line it happens so i can handle this as well, i will try to recreate it as well on my side. The systems work the same way, so normally should not give a camera error (at least that Legacy would not give as well), but i may have missed something.

    If the error is only happening during the conversion in editor time, you can try adding a temporary main camera on the scene, convert and then erase it (or convert on another scene for example that has a main camera and update the prefab from there, is another choice)
     
  36. docsavage

    docsavage

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    I've not signed on for a fair while due to being busy but have just gone through and liked a bunch of posts :). So much good progess here nasos. Really nice.

    Are you still using the old core 2 duo to run it all on? If so it looks like you managed to keep it performing well.

    Happy belated Christmas to you and yours BTW:)
     
  37. nasos_333

    nasos_333

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    Hi

    Thanks :) and have a nice holiday as well :), with best wishes

    I use the old PC for all system still, as it gives a very good incentive to always push as much in performance, it is rather ideal in this regard :), i have managed to sqeeze 90-100fps out of the InfiniGRASS v2.0 full procedural stress demo as well in the latest version (using the full range of Sky Master v3.4 features) and i am eager to put out the new demo version :).
     
  38. nasos_333

    nasos_333

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    Hi Patrick,

    I have discovered why the CG allocation occurs, the particle list is recreated at every frame while it is not needed, so
    a simple encapsulation in a null check removes all CG allocation.

    This is for the new Shuriken case, which is simple to perform as the list is declared in global scope and can be intitialized only once.

    In VolumeCloudSM.cs script, search for:
    Code (csharp):
    1.  
    2. particles = new ParticleSystem.Particle[GetComponent<ParticleSystem>().maxParticles];//v3.5
    3.  
    and replace with:
    Code (csharp):
    1.  
    2. if(particles == null){
    3.    particles = new ParticleSystem.Particle[GetComponent<ParticleSystem>().maxParticles];//v3.5
    4. }
    5.  
    I also noticed the particles are grabbed twice in the script (Shuriken region, right after the above correction), so remove also the extra "getparticles(particles)" declaration that is outside the if(decoupledWind) check (above the check).

    For the old Legacy system it is more tricky as the particles list is declared locally and uses same name as the Shuriken one, so i will work on the script with a proper global variable and send over when is done and tested (so the two globals can coexist in the same script).

    I will send the patched script with all chances as well soon, after testing it a bit more and submit to store as well.
     
  39. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,360
    Hi Patrick,

    On the GC allocations of Volume Particle Clouds script, I have concluded the changes and the new Shuriken system will now give zero GC allocation.

    The Legacy system seems to be doing some allocation though when grabbing the particles which cannot be avoided, so after the changes i managed to reduce the GC allocation to half than the current system. When "Decouple wind" is used this is applied every frame, when it is not active will only happen at the script update interval (coupled to the update rate of the script).

    I send two versions, one is for the current store system (has both Legacy and Shuriken) and the other for the Unity 5.4+ version (not on store yet, available for download on demand through Google Drive)

    I have send a PM with the patch, let me know if it works ok on your side.

    The patch is available for Google Drive download for everyone interested as well on PM request.
     
  40. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
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    Three tutorials for v3.4 on adjusting the sky brightness, overall and use with the new gradient system, the moon shading and night time lights (sun light handling at night time).

    The videos have more details in their Youtube page (information section).
     
  41. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,360









    Sky Master ULTIMATE v3.4 use in InfiniGRASS v2.0 demo, water with reflection & refraction, volumetric clouds & advanced volumetric lighting, fogging & shadowing with light scattering (WIP)

    The patch for reducing (or eliminating in Shuriken case) the GC collection in the Volume Particle Clouds system for v.3.4.5 of Sky Master ULTIMATE is available for Google Drive download for everyone interested on PM request. This patch will be included in the coming v3.4.6 of the system.

    The big holiday offer is still active (while vouchers last), the next purshase of Sky Master ULTIMATE can choose a free voucher from the below assets:
    Particle Dynamic Magic
    Toon Effects Maker
    InfiniTREE
    Advanced FX Creator
     
    ftejada likes this.
  42. docsavage

    docsavage

    Joined:
    Jun 20, 2014
    Posts:
    1,021

    Looking great nasos. Really like the newer look compared to the previous ones.
     
  43. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
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    Thanks :)

    I am also adapting the new grass shading for the transparent grass and will emulate translucency like the current grass has for the final look, on top of the nice new specular and plan to add some Sky Master ULTIMATE triggered effects too, like rain drops on leaves etc in later versions (on shader level)
     
    docsavage likes this.
  44. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    Hey,
    do you already plan to add the multi water function we talked about to have more than one waterplane with all those day and night options?
     
  45. nasos_333

    nasos_333

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    Yes, this is one aspect i am working on as well, for multi water manager support and a LOD system to handle performance and reflections.
     
    Knightmore likes this.
  46. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    Nice can't wait for this, as I had a real problem with my well and the tri count of my fjord on a far distance.
    Can't tune down the players view as it would cut of the skydome and its volumetric clouds, so I had to turn down the water quality to medium.
     
  47. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
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    The clouds are possible to scale down as well, and lower all distances after that, though this requires some manual work to fine tune the system.
     
  48. Mazak

    Mazak

    Joined:
    Mar 24, 2013
    Posts:
    226
    Hi, is the sale still on buy Sky Master and get a voucher for InfiniGrass?

    If so, I will buy it today
     
  49. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,360
    Hi,

    I have a few vouchers left, so yes i can do that offer still.
     
  50. Mazak

    Mazak

    Joined:
    Mar 24, 2013
    Posts:
    226
    Deal!

    Purchase complete, do I email you the invoice number? or?