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[NEW PATCH] uNature - GPU, Interactable Grass. Interactable Trees, MultiThreading and more!

Discussion in 'Assets and Asset Store' started by ElroyUnity, Apr 29, 2016.

?

Pre-release Integrations

Poll closed Nov 29, 2016.
  1. TerrainComposer2

    43.1%
  2. GAIA

    54.9%
  3. GENA

    49.0%
  4. World Creator

    13.7%
  5. World Streamer

    37.3%
  6. Map Magic

    27.5%
  7. Landscape Builder

    0 vote(s)
    0.0%
  8. SkyMaster ( Weather )

    7.8%
  9. InfiniGrass, AFS, DX11 (Integration will provide built-in shader support)

    33.3%
Multiple votes are allowed.
  1. BadUncleGames

    BadUncleGames

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    Hi Elroy,
    Has there been a fix released for this first detail showing problem?
     
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  2. ElroyUnity

    ElroyUnity

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    Hey sorry out of town till tuesday but got it 95% done. When I am back I will finish it up :)
     
  3. BadUncleGames

    BadUncleGames

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    No problem. Look forward to it.
     
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  4. p7161

    p7161

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    Hi, just bought your Asset. And weird things happen.

    1) When use copy foliage from selected terrain, density of grass changed if compare with original terrain grass contribution
    2) Grass is spawned on houses
    3) Grass don't showen in play mode

    Video:


    Any help or suggestions please.
     
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  5. ElroyUnity

    ElroyUnity

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    Hey out of town so can't give a fully detailed response but will try my best.

    1) Ok so resolution changes doesnt work yet in that version so what you can do is in the prototypes adjust max generation density to max (in the foliage manager window) if doesn't look good enough wait for the Remastered version on which you can control resolutions :)

    2) on the foliage manager there should be "Maps Generation Mask" remove default (click no on the dialog) then put your terrain layer and click Yes on the dialog.

    3) Add UNSeeker to your camera :)
     
  6. p7161

    p7161

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    Thanks for the answer. I needed to read the manual before writing to the forum;)

    Another strange problem, which seems to be not in the manual.

    If check grass to receive shadows, strange artifacts appear throughout the whole scene. Examples in the image:





    I tried to rebake light, but it did not affect anything
    My light setup:
     
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  7. ElroyUnity

    ElroyUnity

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    Interesting will have a look when I am back!
     
  8. hopeful

    hopeful

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    Are the shadows losing resolution due to so many new items being added?
     
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  9. ElroyUnity

    ElroyUnity

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    Could be! I am making my own light weight shadow simulation for Remastered hopefully will share results this month :)
     
  10. p7161

    p7161

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    Switching shadow projection from "close fit" to "stable fit" in "quality settings" fixes shadow problems.
     
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  11. ElroyUnity

    ElroyUnity

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    Oh ok good to hear! :)
     
  12. Fabbs

    Fabbs

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    Is UNature broken in 2017.3 ? Im unable to paint anything since upgrading.
    (even in fresh projects with newly downloaded and imported unature)
     
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  13. lod3

    lod3

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    Hope not... was about to upgrade.
     
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  14. ElroyUnity

    ElroyUnity

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    Was already reported, on it! :)
     
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  15. Fabbs

    Fabbs

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    Good to know! Thanks :)
     
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  16. ElroyUnity

    ElroyUnity

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    Hey!
    Just tested seems to work well... Are you using the store version?
    Also, did you make sure that the heights are correct? (Terrain included in the generation mask in the foliage manager window)


    Elroy
     
  17. bob_the_pr_bot

    bob_the_pr_bot

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    I just bought it and started playing around with it in my project. Looking at FoliageGrassMap.GetChannel, it looks like you can only have a maximum of two different types of grass on the same tile, is that correct? Are there any plans to change that?
     
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  18. ElroyUnity

    ElroyUnity

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    Yes and yes, thats a temporary solution to conserve memory, remastered version already fixes it. Once all done I will fix it on the asset store version too :)
     
  19. lod3

    lod3

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    What's the time frame on the new version?
     
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  20. ElroyUnity

    ElroyUnity

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    Currently its functional but not production ready. I have a few features I want to finish and then push the beta out.

    I don't have an ETA at the moment but I will get a fix for the 2 prototypes per cell really soon! :)
     
  21. bob_the_pr_bot

    bob_the_pr_bot

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    Right thanks :)
     
  22. Fabbs

    Fabbs

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    Yeah, using the store version. 2.3 i believe it is. Im currently re-installing and updating unity to the latest patch. will see if that fixes it :)
     
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  23. ElroyUnity

    ElroyUnity

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    Ok awesome! Keep me updated! if still doesn't work send me the project privately (a small project with the problem, not your whole project :)) and I will see what's the problem :)
     
  24. Fabbs

    Fabbs

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    Okey, managed to get it working again i think, by turning of "Use Instancing" this has always been on before. I will test some and see if everything works okey

    Edit: Okey, things doesnt seem right. The grass flickers on and off as i move the camera, and i get Array index out of range errors when painting. il look around some more and then send you a project
     
    Last edited: Jan 2, 2018
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  25. ElroyUnity

    ElroyUnity

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    K cool, using the latest version?
     
  26. Fabbs

    Fabbs

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    Latest store version and latest Unity
     
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  27. creat327

    creat327

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    hi
    the description says "touch bending coming soon"... when would that be added?
     
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  28. ElroyUnity

    ElroyUnity

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    K, send me the project privately and I will fix it :)
    It has been included since the initial version. Maybe a typo on my end. I will check :)
     
  29. creat327

    creat327

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    do you have a demo windows executable using 2.3? the performance on the current package is pretty bad and it seems you have improved it a lot since that version (no clue what version was that .exe built on)
     
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  30. ElroyUnity

    ElroyUnity

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    The demo I think was built on the initial version. Don't have a new one yet but will create a new one with the upcoming bug fixes update :) (Which is really close, decided to wait for @Fabbs so his bug will also be in the patch.)
     
    Last edited: Jan 4, 2018
  31. creat327

    creat327

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    ok, can you also post here the fps gain from that version to the newer one? i'm sure most will be curious to compare
     
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  32. ElroyUnity

    ElroyUnity

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    Regarding memory changes, which is the biggest change point, it is described here:

    Regarding performance, I do not actually recall. I will have to make some tests when I submit the new update. Will keep you updated.
     
  33. lod3

    lod3

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    @ElroyUnity

    Edit: The issue with the SpeedTree shadow flickering when using uNature was due to the Shadow Projection setting having been set to "Close Fit". "Stable Fit" is the default. Reverting back to the default fixed it. Absolute wildcard issue considering it never appeared until using uNature, but now you know.

    Just ran into the exact same issue. No grass unless instancing is turned off, which (with Vsync disabled) dropped FPS from 1600-1700 down to 400-500, no doubt from grass no longer being instanced. Is a fix for this issue in 2017.3 coming soon?
     
    Last edited: Jan 7, 2018
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  34. ElroyUnity

    ElroyUnity

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    Thats a big bug. Thanks for letting me know! Will work on a fix and submit!
     
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  35. ElroyUnity

    ElroyUnity

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    Working on the fix! Fixing it asap :)
     
  36. ElroyUnity

    ElroyUnity

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    So guys not really sure why its not working with GPU instancing. Been trying to fix it but seems like there's nothing wrong. I will try to message Unity about that. Meanwhile all I can really say is to disable the GPU instancing on the foliage prototype settings :)
     
  37. lod3

    lod3

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    That's a shame. Will be sticking with 2017.2 then, as instancing is mandatory for performance. How close are you to a fix for only being able to use 2 prototypes per chunk?
     
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  38. ElroyUnity

    ElroyUnity

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    That one will take a bit longer but its coming :)
     
  39. lod3

    lod3

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    Any update?
     
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  40. ElroyUnity

    ElroyUnity

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    Hey - almost done with the update but on vacation now till Monday, didnt make it. Will hopefully push the update on Monday or Tuesday :)
     
  41. Kusras

    Kusras

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    Hi Elroy,

    Might I ask you how to fix this visibility issue? P.S. this is test project, where I reworked your asset to work on my project as I use 1024 resolution and wanted one HM... it all works. Just I am lost as all grass seems to be attached to any grid. I am in a Base.Cginc and nothing helps (like changing anything around noise)... Any idea what should work?

    P.S. it looks well when you have 1-2m size grass but i use around 0.35m grass in my project and when using smaller size, grid becomes such visible...

    Thanks


     
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  42. ElroyUnity

    ElroyUnity

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    I don't think I understand :/ can you re explain the problem?
     
  43. Kusras

    Kusras

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    I mean that you can see grass in the lines, without any randomness. If i play with noise, it does not affect it any such way to reduce this effect. I would like to make to grass spawn +-(5-10)cm in x and z axis from positions which are precalculated. to make it more natural.

    This should be affected by Noise but strangely it is not...
     
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  44. ElroyUnity

    ElroyUnity

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    That might be because the cells are too small. Increase the width of the grass :)
     
  45. Kusras

    Kusras

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    Unfortunately cannot increase the width as normal grass does not have 2 meters and we have to make it fit to the scale. :( Any idea what to pass to shader to better displace it? I will try to override density, this could help. But still I will be thinking how to make it more spread randomly...
     
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  46. ElroyUnity

    ElroyUnity

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    Will be back home on monday and help you solve it on screen share :)
     
  47. bob_the_pr_bot

    bob_the_pr_bot

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    Did you hear back from them? I ended up doing a heavily customised rewrite using your basic concept, but less generic and more suited to my project. I had it all working in 2017.1, it was great. Now I've just tried to upgrade to 2017.3 and it's not working. I think it's because the calls to tex2Dlod in the vertex shader aren't working. (I'm also using instancing). Is this the same problem you were having?
     
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  48. ElroyUnity

    ElroyUnity

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    I am not sure really, seems like the drawmeshinstanced is just bugged, I have a patch coming up on Monday - Wednesday. After that one I will open a bug report and get an actual repro project for unity. :)
     
  49. Kusras

    Kusras

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    Ah I see everyone does heavy customizations :D I also had to make it work on my 1024px terrain just with one texture, which is sent by my code and is same for terrain shader. I am working on billboarding. And better grass mapa (currently using 4 prototypes densities per 1 map - but I will separate it to 8 prototypes per map as it uses just 4 bits) still thinking more about atlasing prototypes per density map and so reducing amount of chunks (4x or 8x)... Btw, do you anyone have some improved grass shader? I do not like much surface shaders, I am more into fragment ones...


    @Elroy great, when circa we can make shared screen call? :)
     
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  50. bob_the_pr_bot

    bob_the_pr_bot

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    Well I can confirm mine works when I don't use DrawMeshInstanced. Let us know how the bug report goes :)

    I am doing something quite similar actually, 1024 square terrain with 8 grass prototype densities in one texture. I'm using a standard surface shader but with some extras for snow and dryness.

    Grass in Snow.jpg
     
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