Search Unity

  1. Looking for a job or to hire someone for a project? Check out the re-opened job forums.
    Dismiss Notice
  2. Good news ✨ We have more Unite Now videos available for you to watch on-demand! Come check them out and ask our experts any questions!
    Dismiss Notice

[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. Mark_T

    Mark_T

    Joined:
    Apr 25, 2011
    Posts:
    303
    I was thinking if I can make a forest in the background, forest that doesn`t need to interact with the player, a forest just for visual purposes in the background, but still to benefit from uNature's magic. If uNature applies for custom grass meshes, why it shouldn't apply for other items, such as bushes or trees (all meshes, not Unity terrain trees (no colliders, no wind, etc)
     
    ElroyUnity likes this.
  2. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Ohhh ofcourse, I think it would work great but will need to check, will be home in a few hours and let you know :)
     
  3. Mark_T

    Mark_T

    Joined:
    Apr 25, 2011
    Posts:
    303
    Cool. Fingers crossed. :)
     
    ElroyUnity likes this.
  4. Killersan

    Killersan

    Joined:
    May 27, 2014
    Posts:
    76
    What do You mean that RC is out ? Out to the testers or out to the asset store ? :)
     
    ElroyUnity likes this.
  5. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Only for testers at the moment :D
     
  6. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    I hope the asset store staff is fast after your upload and approves it until 15th December.
     
    ElroyUnity likes this.
  7. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Me too :)
    Will hopefully submit this weekend
     
    Stormy102 and Knightmore like this.
  8. Stormy102

    Stormy102

    Joined:
    Jan 17, 2014
    Posts:
    495
    Elroy, is it possible for you to have like a Trello roadmap or something similar so we can easily see upcoming and implemented features?
     
    ElroyUnity likes this.
  9. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Yes absolutely, I was planning to do that weeks ago and forgot.

    Will do that later today :)
     
    Stormy102 likes this.
  10. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Done.

    https://trello.com/b/I4kqOpDC/unature

    Will try to update the page as much as I can.
    Integrations will hopefully be done today.


    V1.1 looks a bit too empty, please put your suggestions on the "suggestions" card. (You can comment on it)
     
    Stormy102 likes this.
  11. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Hey guys -
    Working on a demo now and a trailer, once that's done I will work on tutorials and documentation and release the asset :)
     
  12. GingerDr73

    GingerDr73

    Joined:
    Sep 25, 2013
    Posts:
    21
    Can uNature accurately preserve positions and rotations for non-grass objects placed with other systems like Gaia and GeNa? For example if I place a bunch of scatter rocks or twigs using GeNa as GameObjects and I tweak a few things by hand to make it just right will uNature still be able to handle rendering those super fast while preserving the positions?

    In the past I've used the Unity Terrain grass/detail system for placing/rendering these little scatter objects but the positions and rotations are very inaccurate and impossible to tweak by hand. Its not really a problem most of the time but I can get much better control with GeNa and want to make sure the results are preserved well.

    Really looking forward to the release btw, great work so far:)
     
    ElroyUnity likes this.
  13. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Uhm that's a really good idea, uNature for now is only for grass and stuff like that but your idea is really awesome, will put that on the roadmap ( support for dynamic gos)
     
    one_one and GingerDr73 like this.
  14. RonnyDance

    RonnyDance

    Joined:
    Aug 17, 2015
    Posts:
    557
    I think thats a really good point. I always spawned Trees as Unity Trees with GAIA but because I want to use Growth Scripts and changing some trees manually I plan to spawn them as normal Prefab / GOs.
    So it would be really great if uNature will work without any issues if using GOs on Terrain (like Trees, Stones) instead of Unity Terrain Trees / GOs.

    Really looking forward to the release. Waited so long for it and now it's christmas time ;)
     
    ElroyUnity and Stormy102 like this.
  15. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Definitely, will look into that :)
     
    GingerDr73 likes this.
  16. Sovogal

    Sovogal

    Joined:
    Oct 15, 2016
    Posts:
    89
    @ElroyUnity I'm really excited about these framerates. I have a quick question about compatibility with Relief Terrain Pack. I know RTP is mainly about vertex painting, multi-uv terrain maps, and terrain shaders, so based on the bullet points of this, there doesn't seem to be any areas of conflict. Is there any way to test this against RTP to confirm, or can you anticipate any potential compatibility issues?
     
    ElroyUnity likes this.
  17. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    It will work 100% out of the box, cant see why not :)

    I will test it just incase ;)
     
    Quen and Sovogal like this.
  18. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Integrations update -

    Gaia
    GeNa
    World Streamer
    TC2

    MapMagic - 80℅
    uConstruct
    AFS
    InfiniGrass
     
    Stormy102 and Killersan like this.
  19. Stormy102

    Stormy102

    Joined:
    Jan 17, 2014
    Posts:
    495
    When is the trailer gonna be ready? :D
     
    ElroyUnity likes this.
  20. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    I am actually getting the demo ready now, the whole trailer concept and editing is 80% done, so hopefully will finish the demo tomorrow and release the trailer on Monday (Will do my absolute best)
     
    Stormy102 likes this.
  21. Stormy102

    Stormy102

    Joined:
    Jan 17, 2014
    Posts:
    495
    It's in print now Elroy!! You can't back down :p
     
    ElroyUnity likes this.
  22. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    :D
     
  23. Killersan

    Killersan

    Joined:
    May 27, 2014
    Posts:
    76
    if I already have grass on my terrain will I be able to convert it to Your system ? or I'll have to place it from scratch ?
     
    ElroyUnity likes this.
  24. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Yes, you will be able to convert it by pressing 1 button :)
     
    Quen and Killersan like this.
  25. Killersan

    Killersan

    Joined:
    May 27, 2014
    Posts:
    76
    Ultra great news :)
     
    ElroyUnity likes this.
  26. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    MapMagic Integration is complete, I still need to refactor some issues in the core that I noticed while integrating map magic though :)
     
    Der_Kevin and turboscalpeur like this.
  27. Maximilious

    Maximilious

    Joined:
    Nov 29, 2016
    Posts:
    28
    Does this work with SECTR? (streaming of course)
     
    ElroyUnity likes this.
  28. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Didnt get the chance to check it but I suppose it should, and if not, there are 2 other streaming solutions integrated so it should give an example of how it should work.

    Either way, I will make sure to add it to the next integrations poll :).
     
  29. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
  30. Mark_T

    Mark_T

    Joined:
    Apr 25, 2011
    Posts:
    303
    You really like to torture us, isn't it?
     
    ElroyUnity likes this.
  31. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    :D
     
  32. one_one

    one_one

    Joined:
    May 20, 2013
    Posts:
    571
    Looks good! Any way of comparing performance with the same scene using either uNature or out-of-the-box solutions?
     
    ElroyUnity likes this.
  33. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Thanks :)
    I will do a comparision with unity's rendering right now!
    And I dont know if I can actually compare it to other solutions as I dont own many of them :p
     
  34. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    [Test, using 9 different prototypes]

    No grass painted at all:


    uNature Grass:


    Unity Grass:
     
  35. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    741
    After reading some of the discussion above regarding Unistorm and ICE, I can see some value in both integrations, but it depends on whether a game is intended to be realistic or a fantasy.

    A storm should be subject to wind direction and velocity, and then so should trees and grass. If your weather pattern and grass/trees are expected to look natural, they should respond together, and with other game objects, too. I have a fort with an animated flag. My flag should correctly indicate the wind direction, and the asset I believe came with a light air and strong wind animation. So, I need one of my assets to carry these variables, and in a perfect world, they would be integrated.

    I use ICE too. Many of my real animals can hunt on smell. Wind direction and velocity are important to my ai. Real wind has a chilling effect, which I can also make use of in ICE.

    Much of the value of integration with uNature depends on uNature's design. Does the grass look different when it is wet? Does it move,at all or move differently based on wind or wind direction. In a fantasy game that does not rely on realism, it might not matter how uNature works, or integrates. Maybe a very modest integration is all that is necessary for Unistorm and ICE. I know I will try to use every uNature feature available.
     
    Last edited: Dec 3, 2016
    ElroyUnity likes this.
  36. wood333

    wood333

    Joined:
    May 9, 2015
    Posts:
    741
    The no grass painted examples are fantastic! Very realistic.
     
    Last edited: Dec 3, 2016
  37. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    That is actually true, UniStorm will definitely be integrated but I am behind schedule as of now so I might integrate it on V1.0.5 or smth like that.

    About the AI, yes, that's true, but that could also be done with the interactions system :), the system is super modular and generic, you can literally do anything you want in it when it comes to the grass especially when I add per-grass raycasting on V1.1, I will add ICE to the next integrations poll either way :).
     
    recon0303 and wood333 like this.
  38. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    @ElroyUnity could you tell me your specs? ~70 FPS with all those trees... I would get like 20-25 FPS in the first picture o_O
     
    ElroyUnity likes this.
  39. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    GTX 970
    I5 4460
    and 16gb ram


    Note that i am on full settings, you will be able to change that in the demo :D
     
    Knightmore likes this.
  40. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    I've got a AMD 8350 with 16GB RAM and a Radeon R9 270X and get around 60 FPS with only ~2600 Batches, 2.3M Tris/1.5M Verts and no grass at all at the moment.

    Thanks to your screenshots, I really know that I need uNature :p
     
    ElroyUnity likes this.
  41. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Haha :D
     
  42. Killersan

    Killersan

    Joined:
    May 27, 2014
    Posts:
    76
    Release it, release it, release it, come on guys, join me :)
    We are waiting for Your package so badly, come on, You are teasing us :)
     
    Quen, mons00n and ElroyUnity like this.
  43. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Just a bit more! I promise :D
     
  44. Stormy102

    Stormy102

    Joined:
    Jan 17, 2014
    Posts:
    495
    Elroy any updates? Still gonna release that video tomorrow? :D
     
    ElroyUnity likes this.
  45. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Probably not the video, most likely the demo instead but can't guarantee, might just release the video depends on my progress tomorrow :)
     
  46. Knightmore

    Knightmore

    Joined:
    May 11, 2012
    Posts:
    227
    Every day we will a pain in your ass :p
    That happens to people who develop great tools :D But the demo would be cool. So I can test if the problem are really my specs or my project setup.
     
    ElroyUnity likes this.
  47. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    I've noticed in the demo a couple of things ->
    using higher densities - uNature wins by a lot
    using low densities - unity wins by 0.2ms depends on the areas (in the demo it means by 5 fps)

    BUT that doesn't mean by any means that unity's grass is as fast as uNature, infact uNature solves some major issues like the mesh rebuilding (the spikes that happens when you move in the terrain/ modify it/ enable it), lots of features like the ability to choose an individual draw distance for each prototype (i've seen that requested a lot) and so much more.

    uNature also has some custom features like normal maps support and I want to add translucency to it :).


    Either way you will see in the demo what I mean, uNature isn't called powerful for no reason ;)
     
    AndyNeoman likes this.
  48. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,823
    Demo? :)
     
    ElroyUnity likes this.
  49. ElroyUnity

    ElroyUnity

    Joined:
    May 20, 2015
    Posts:
    1,588
    Yep :)
    Will be released tomorrow most likely :)
     
    TeagansDad and Teila like this.
  50. yang-yu

    yang-yu

    Joined:
    Mar 8, 2013
    Posts:
    21
    Dnyamic Terrains/ Multi-Tiling Support:The system comes with built-in support for dynamically loaded terrains without you needing to do anything!,

    dose uNature support multi terrain with multiple lightmap baking?
     
    ElroyUnity likes this.
unityunity