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[Released] R.A.M River Auto Material.

Discussion in 'Assets and Asset Store' started by NatureManufacture, Oct 13, 2017.

  1. psejin69

    psejin69

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    Hello
    Can we setup this to invisible state? I mean we need a non transparent water system for use in mobile VR.
     
  2. NatureManufacture

    NatureManufacture

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    Change render queue to cutout or opaque in material. Anyway this could broke shader alot because we use depth for effects.
     
  3. protopop

    protopop

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    Has anyone encountered and/or found a fix for this?

    After upgrading from unity 5.6 to 2017 the water looks pixelated and half invisible in deferred mode. It works in deferred in U5.6 and only in forward in 2017.

    I'm on IOS so it may be a metal thing, but it still used to work.

    Maybe i can force it to render the water i forward? is that possible? and is it performant if i do that? because the rest of my game runs in deferred mode.

    ram.jpg
     
  4. NatureManufacture

    NatureManufacture

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    Yes you could add lines to force forward rendering in such way. Did you use tesseled on not? Also please download 2017 version of the pack. it will have new shaders.
     
    protopop likes this.
  5. protopop

    protopop

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    Thank you:) I want to add that your water looks really beautiful. It's just that im trying to update to unity 2017 and this and the changes in fog are the only things remaining. I want to stick with RAM because it just looks so good and is really performant.

    I already updated to the latest version - i checked the file date and its dec 7 2018 just to confirm the download had overridden the old shaders.

    I dont think im using tessellation because that would be the in the material name, right?

    Im using the Water River Mobile shader and an edited version of the Mobile Realistic River Profile material - i edited it to fix the deirection and some of the visual settings all tweaked in the inspector.

    Screen Shot 2019-02-15 at 5.41.22 PM.png Screen Shot 2019-02-15 at 5.40.21 PM.png

    Do you know how i could make this shader render in forward mode? Like what lines I need to add?

    And do you think it would be ok performance wise? Like is it ok to have an entirely deferred game but just have one element render as forward? I guess also i would have to stay on the built in render pipeline because i would need a render pipeline that has both deferred and forward. although thats not a problem because im not touching lwrp or hdrp.
     
  6. cygnusprojects

    cygnusprojects

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  7. NatureManufacture

    NatureManufacture

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    Basicly it works in forward out of the box but I didnt test it on mobile - IOS. Seams everyone have problem with IOS at all with many shaders. We can test together new version if you want.
    Support scatering etc must be done by user. They should have info what user must change to support their pack as all transparent shaders with such systems need such change.
     
    protopop likes this.
  8. swredcam

    swredcam

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    I seem to have lost the handles for transform & scale for points. Clicking on "Points" in the Inspector does nothing, only the GO handle is visible. Is there a way I can fix this? Someone in an earlier thread suggested changing to the default Unity layout. I tried that but it did not fix the problem, although it caused a few other problems of its own. I don't recommend trying that solution without saving your window layout first.
     
  9. cygnusprojects

    cygnusprojects

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    No pointers, nor guidelines where I should apply the sky stuff? The author does provide cginc containing everything (definitions and functions) I should need. Would be great to know where to apply those within R.A.M.
     
  10. NatureManufacture

    NatureManufacture

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    Maybe you got errors in console which block editor script?
    Let he contact me:)

    We just work on r.a.m 2.0 and we are open to support many other asstes
     
    Mark_01 likes this.
  11. RemitPrime

    RemitPrime

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    any eta for hdrp?
     
  12. protopop

    protopop

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    Thank you:) I reverted back to Unity 5.6 so it won't be an issue again until i upgrade to unity 2017.

    It works great i forward on all cases. Its just not working in 2017 deferred on IOS.

    Ill will come back to figure out how to change your shader to force using forward - if that's possible - when i uograde.
     
  13. recon0303

    recon0303

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    IOS, and Unity been having many issues with Shader, I believe its related to Metal. we see this with 2017, and 2018 versions. annoying. Maybe Bart knows a work around.
     
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  14. swredcam

    swredcam

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    I don't think so. I ended up deleting the problematic river GO and just creating a new one. I'm finding that in some cases that is the easiest way to solve a problem.
     
  15. NatureManufacture

    NatureManufacture

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    You could export points into csv and import again. You got latest r.a.m for 2017.3+?
     
  16. protopop

    protopop

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    yeah, they updates are often breaking existing ios pipelines and assets. I can hang on to 5.6 for a while more - hopefully ill be able to find some solution by the time i upgrade - its a really nice material:)
     
    recon0303 likes this.
  17. recon0303

    recon0303

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    Ya when I used to develop for Android , we had to deal with a lot of issues that Unity seem to break or not worry about to much, so it can get annoying. but ya, I hear you.
     
  18. Samsonaccumule

    Samsonaccumule

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    Hey thanks for the asset, How I can add buoyancy for boat projet. If you have idea of asset thanks !!
     
  19. NatureManufacture

    NatureManufacture

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    Will come :)
     
    Mark_01 and Rowlan like this.
  20. blacksun

    blacksun

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    I too am interested in buoyancy. Can you expand any more on what features this will have, and around when it may become available?
     
  21. NatureManufacture

    NatureManufacture

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  22. Mark_01

    Mark_01

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    Sweet !!! This will be great for lakes and small oceans too I would think. :)
    It is going to be great to see, driftwood and logs drifting down a river/creek

    Is there a possibility for your team to work with @raphick and get Aura 2 working RAM/L.V.E ?
     
  23. Samsonaccumule

    Samsonaccumule

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  24. NatureManufacture

    NatureManufacture

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    We are in connection:)
    When we will release 2.0 v of r.a.m
     
    Mark_01 likes this.
  25. MattT5

    MattT5

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    Hi NatureManufacture,

    First off, thank you for making a great tool for (in our case) great-looking rivers. I do have one small issue, though. When I import the RAM package into a project, it always compiles with a number of warnings:

    Assets/NatureManufacture Assets/Spline System/Scripts/Editor/RamSplineEditor.cs(805,47): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'
    Assets/NatureManufacture Assets/Spline System/Scripts/Editor/RamSplineEditor.cs(810,37): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'
    Assets/NatureManufacture Assets/Spline System/Scripts/Editor/RamSplineEditor.cs(812,51): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'
    Assets/NatureManufacture Assets/Spline System/Scripts/Editor/RamSplineEditor.cs(1037,29): warning CS0219: The variable `terrainCollider' is assigned but its value is never used
    Assets/NatureManufacture Assets/Spline System/Scripts/Editor/RamSplineEditor.cs(1047,27): warning CS0219: The variable `done' is assigned but its value is never used
    Assets/NatureManufacture Assets/Spline System/Scripts/Editor/RamSplineEditor.cs(1057,21): warning CS0219: The variable `currentCount' is assigned but its value is never used
    Assets/NatureManufacture Assets/Spline System/Scripts/Editor/RamSplineEditor.cs(1322,53): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'
    Assets/NatureManufacture Assets/Spline System/Scripts/LakePolygon/Editor/LakePolygonEditor.cs(204,51): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'
    Assets/NatureManufacture Assets/Spline System/Scripts/LakePolygon/Editor/LakePolygonEditor.cs(211,45): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'
    Assets/NatureManufacture Assets/Spline System/Scripts/LakePolygon/Editor/LakePolygonEditor.cs(213,59): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'
    Assets/NatureManufacture Assets/Spline System/Scripts/LakePolygon/Editor/LakePolygonEditor.cs(679,53): warning CS0618: `UnityEngine.TerrainData.splatPrototypes' is obsolete: `Please use the terrainLayers API instead.'

    Assuming that it is not just me getting those warnings, would it be possible to eleminitate these? I like to compile without any warnings, and if there are warnings in my code, it is easier to spot and fix them if there are no 'other' warnings.

    I tried using an AsmDef file in the 'NatureManufacture Assets' folder, but that causes compiler errors when building a standalone.

    Thanks,
    Matt
     
  26. NatureManufacture

    NatureManufacture

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    You import it into 2018.3+ and terrain system changed like hell in that version. New r.a.m will fix that we probably setup it for 2018.3+
    Anyway you will always get warings like that someday as engine is changig all the time and its hard to fallow every version. It will work fine even with them, it onlys says that this functions will be removed in upcomming engine versions.
     
  27. MattT5

    MattT5

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    Yeah, they keep changing stuff. I stuck some '#pragma warning disable 618' lines in there for now.
     
  28. tntfoz

    tntfoz

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    I already have R.A.M. (purchased in Oct 2017!) however in a previous project I experienced problems when using the asset in VR with Single Pass Stereo Rendering mode in that the reflections were all screwy and not moving inline with the headset's direction.

    Can anyone confirm that R.A.M. is compatible with SPSR in VR, or even Single Pass Instanced mode?

    I'm using Unity 2018.2.21.f1 currently.

    Thanks.
     
  29. alejandronop

    alejandronop

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    Hello, I have problems to create river spline, after creating the gameobject when I do ctrl + left click, instead of creating new points, it add the terrain to the selection.

    Neither do the handlers appear to modify the points of the example rivers.

    All my tests are in an environment only with the asset R.A.M.
    in unity 2018.2.21f1 (no errors or warnings in console), 2018.3.7f1 and 2018.3.8f1

    Sorry for my bad English
     
  30. alejandronop

    alejandronop

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    I have rebooted the default design, and now your work
     
  31. NatureManufacture

    NatureManufacture

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    Currently we dont support single pass .
    Sometimes engine layout can block gizmo or whole engine functions. It happends.
     
  32. tntfoz

    tntfoz

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    Ahhh that's a shame. :(

    Is SPSR support on your roadmap for R.A.M.?

    Unfortunately I can't see R.A.M. being viable for VR games without SPSR support as having to render with multi-pass introduces too severe of a performance penalty.

    I really like the look and ease-of-use of R.A.M. from what I've done so far, but I'm primarily a VR developer...

    Thanks.
     
    StevenPicard likes this.
  33. StevenPicard

    StevenPicard

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    I'm in an agreement with you. Single pass is very important for me, as well.
     
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  34. NatureManufacture

    NatureManufacture

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    We will try to add it.
     
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  35. tntfoz

    tntfoz

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    Thanks - hopefully you find it a straightforward process!
     
  36. CommunityUS

    CommunityUS

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    ditto just trying to plan my progress. i can't speak for most of us, but we do 1x lwrp and then 1x hdrp usually of same project with different audience

    also even though i own it i never thought to check if it has underwater fx solved. or extensions / integrations for say CTS hdrp underwater etc
     
    Last edited: Mar 22, 2019
  37. swredcam

    swredcam

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    I have not been able to figure out a way to slow the water flow in a specific section. I can't use vertex painting as it does not seem to work in macos, also the flowmap shaders come up pink. Is there a way to force low flow in a specific section? I have several sections that jump from slow to fast -- depending on elevation change -- and right now the apparent water speed is the same in each section. I need flat, clear water in the flat sections. I have a workaround but it is ugly. I'm not sure why the water speed / turbulence is not varying with elevation. I'm using "realistic water profile / spline profile" as that is the one that seems to work best.
     
  38. NatureManufacture

    NatureManufacture

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    Flowmap shaders or tessseled shaders? I would say if unity dont support metal in tesselation at unity version which you currently use it could be pink.
    If you dont use flowmap shader you hate to setup speed for slow , cascade and waterfall to adjust your goal.
    Btw in r.a.m 2.0 all shaders will be flowmap and vertex color. This features must work for sure, tesselation ofc is mater of goal device and unity support.
     
  39. tntfoz

    tntfoz

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    Hi @NatureManufacture just enquiring to see if you've made any progress with SPSR support in VR for R.A.M.?

    Thanks!
     
  40. swredcam

    swredcam

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    The shader is "water river vertex color flow". Is flow and height of waves different? It may be wave height that I am having issues with. I need flat water in a stretch that has zero elevation drop, but right now I have constant small waves everywhere. Adjusting 'Water Main Speed" has no impact on how the water looks. It may be impacting the speed but the waves are constant.

    When I say vertex colors don't work, what I mean is the tool for editing colors does not work. On rocks it works very intermittently, on water it does not work at all. Ideally I would like to paint calm water into those sections that need it. I'm on 1.6.1 right now, I will update if there is a good chance it will help.
     
  41. NatureManufacture

    NatureManufacture

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    Maybe water mix speed :)? . Anyway new r.a.,m have different algorythm on flow.
    Ofc it works, but you have to hit vert by it. It store data per vert. With big plane where verts are rare it could be diffcult.
     
  42. swredcam

    swredcam

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    Water mix speed adjusts the apparent moving speed of the water, but not the turbulence / wave size. If I have a section of water, is that the adjustment that would reduce wave size? Or is the wave size somehow baked into the profile?
     
  43. NatureManufacture

    NatureManufacture

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    Tess scale? Normal scale and ofc their tiling.
    No info yet
     
  44. koirat

    koirat

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    Hi, does R.A.M supports water ripples and splashes. (ex. ppl walking in a water, stone thrown into river).
    Is it possible to get point of water collision with physical objects. (for sound and effects)
     
  45. NatureManufacture

    NatureManufacture

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    Not yet but it's good idea specialy when we have colision in r.a.m 2.0 in similar case
     
  46. koirat

    koirat

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    2.0 but you still need to release 1.7 is 2.0 going to be new product or free upgrade ?
     
  47. NatureManufacture

    NatureManufacture

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    Yes paid update but for free for few last months customers.

    We will release 2.0 without 1.7. We add huge amount of features.
     
  48. Shadowing

    Shadowing

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    Does R.A.M. support water falls
    Everytime I do a vertical drop like this this is what it looks like.
    shows wierd blocky lines in it too.
    I haven't edited the texture or anything.
    Thought about just taking the water falls out of my game and making it just a slope.
    I was looking at a screen shot you did of a good looking water fall though.

     
  49. NatureManufacture

    NatureManufacture

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    What device? Show terrain under the spline.
     
  50. tntfoz

    tntfoz

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    Will you be fixing the VR single pass stereo rendering for the current version?

    As it's broken I think it would be a little unfair to force customers to pay for an update to fix this. I'm happy with the current feature set as is, I just need SPSR fixed for use in VR.

    Thanks.
     
    StevenPicard likes this.