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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. Mark_T

    Mark_T

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    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)
     
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  2. ElroyUnity

    ElroyUnity

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    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

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    Cool. Fingers crossed. :)
     
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  4. Killersan

    Killersan

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    What do You mean that RC is out ? Out to the testers or out to the asset store ? :)
     
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  5. ElroyUnity

    ElroyUnity

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    Only for testers at the moment :D
     
  6. Knightmore

    Knightmore

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    I hope the asset store staff is fast after your upload and approves it until 15th December.
     
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  7. ElroyUnity

    ElroyUnity

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    Me too :)
    Will hopefully submit this weekend
     
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  8. Stormy102

    Stormy102

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    Elroy, is it possible for you to have like a Trello roadmap or something similar so we can easily see upcoming and implemented features?
     
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  9. ElroyUnity

    ElroyUnity

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    Yes absolutely, I was planning to do that weeks ago and forgot.

    Will do that later today :)
     
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  10. ElroyUnity

    ElroyUnity

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    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)
     
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  11. ElroyUnity

    ElroyUnity

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    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

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    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:)
     
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  13. ElroyUnity

    ElroyUnity

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    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)
     
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  14. RonnyDance

    RonnyDance

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    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 ;)
     
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  15. ElroyUnity

    ElroyUnity

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    Definitely, will look into that :)
     
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  16. Sovogal

    Sovogal

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    @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?
     
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  17. ElroyUnity

    ElroyUnity

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    It will work 100% out of the box, cant see why not :)

    I will test it just incase ;)
     
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  18. ElroyUnity

    ElroyUnity

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    Integrations update -

    Gaia
    GeNa
    World Streamer
    TC2

    MapMagic - 80℅
    uConstruct
    AFS
    InfiniGrass
     
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  19. Stormy102

    Stormy102

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    When is the trailer gonna be ready? :D
     
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  20. ElroyUnity

    ElroyUnity

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    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)
     
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  21. Stormy102

    Stormy102

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    It's in print now Elroy!! You can't back down :p
     
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  22. ElroyUnity

    ElroyUnity

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    :D
     
  23. Killersan

    Killersan

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    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 ?
     
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  24. ElroyUnity

    ElroyUnity

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    Yes, you will be able to convert it by pressing 1 button :)
     
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  25. Killersan

    Killersan

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    Ultra great news :)
     
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  26. ElroyUnity

    ElroyUnity

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    MapMagic Integration is complete, I still need to refactor some issues in the core that I noticed while integrating map magic though :)
     
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  27. Maximilious

    Maximilious

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    Does this work with SECTR? (streaming of course)
     
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  28. ElroyUnity

    ElroyUnity

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    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

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  30. Mark_T

    Mark_T

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    You really like to torture us, isn't it?
     
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  31. ElroyUnity

    ElroyUnity

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    :D
     
  32. one_one

    one_one

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    Looks good! Any way of comparing performance with the same scene using either uNature or out-of-the-box solutions?
     
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  33. ElroyUnity

    ElroyUnity

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    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

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    [Test, using 9 different prototypes]

    No grass painted at all:


    uNature Grass:


    Unity Grass:
     
  35. wood333

    wood333

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    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
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  36. wood333

    wood333

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    The no grass painted examples are fantastic! Very realistic.
     
    Last edited: Dec 3, 2016
  37. ElroyUnity

    ElroyUnity

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    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 :).
     
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  38. Knightmore

    Knightmore

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    @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
     
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  39. ElroyUnity

    ElroyUnity

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    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
     
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  40. Knightmore

    Knightmore

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    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
     
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  41. ElroyUnity

    ElroyUnity

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    Haha :D
     
  42. Killersan

    Killersan

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    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 :)
     
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  43. ElroyUnity

    ElroyUnity

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    Just a bit more! I promise :D
     
  44. Stormy102

    Stormy102

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    Elroy any updates? Still gonna release that video tomorrow? :D
     
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  45. ElroyUnity

    ElroyUnity

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    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

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    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.
     
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  47. ElroyUnity

    ElroyUnity

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    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 ;)
     
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  48. Teila

    Teila

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    Demo? :)
     
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  49. ElroyUnity

    ElroyUnity

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    Yep :)
    Will be released tomorrow most likely :)
     
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  50. yang-yu

    yang-yu

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    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?
     
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