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

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

  1. NatureManufacture

    NatureManufacture

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    2nd post above:) - yes
    With vertex paint tool (included) you are able to blend this system with any water system/texture anything. Not sure what exacly you mean
     
  2. ilham_fzn28

    ilham_fzn28

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    Hello @NatureManufacture
    Thank you for this amazing asset... This is really helpful for someone who don't understand artist things... :)

    I have some issue here, When I build my project into iOS, the river becoming black...
    Idk why but if I build it to Android, it's worked well...

    Please solve this issue or maybe I missing something please tell me...
     
  3. recon0303

    recon0303

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    May want to post info about your IOS, Android, etc.....Like what type of phone, tablet ? Android Open GL 2.0,3.0 etc.....IOS, post what phone did you do your test? Is this in the editor only or on build? Being someone who develops for mobile alot this type of info will help him figured out the issue...
     
  4. recon0303

    recon0303

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    If people want to make VR thats there choice....I personally jump on the band wagon years ago and VR flopped, now I won't bother with it... Atleast for a few more years, personally choice but I agree developers making tools should be mindful for devs that are developing VR.. But I personally can't stand VR, nor like gaming with it. Now VR is growing, but I doubt it will to what people are thinking.. in my opinion I may be wrong, but from people that I talk to, they dislike them...Not all of them but a lot. Of gamers do...Makes some people sick.. as well. But again as I said, as far as a developer, for software, it should be ready for those that want to make VR games.. So I agree on the software side.. But my personal taste is another story.
     
  5. ilham_fzn28

    ilham_fzn28

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    Ok sorry I forget about it...
    I'm using iPad 29, iOS 11.0 And for the test is on build. Lenovo Tango, Android 6.0.1 (Marshmallow)...
     
  6. Rowlan

    Rowlan

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    Can you please not turn this thread into a discussion about the success of VR? Thank you!

    And to stay on topic: I wanted to get RAM solely for VR. When I was about to buy it, one person wrote it doesn't work in VR while another was asking what the actual problem is. That's why I've been withholding so far. So does it work now or not?
     
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  7. NatureManufacture

    NatureManufacture

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    It should work at vr normaly as users said.
    I would say this could be unity thing. Check at lates engine version etc... Mobiles and devices are broken in 1000 places in every update;/. Anyway shader model 3.0
     
  8. recon0303

    recon0303

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    excuse me, this is a public thread....and he made a remark about VR...So please be professional if you want respect ..Thank you... I have my right to make a reply as a developer. Have a good day.

    PS: You are the one that was making remarks about companies and VR.....
    Again this is a developer forum, don't like it, don't read threads...


    Far as if it works for VR best to wait for the developer to reply...

    and developers don't always add everything ,..If something is missing, you act professional and ask the developer if he supports, VR, or what ever your looking for, all's I seen was you whining that he didn't add it to the front page..... My guess is, he didnt add it as ITS never been tested in VR or he forgot, He is human, so, its not that hard to ask a developer, if he or she supports something.......... Knowing how well the developer supports all of his tools, he would possible add what is missing if you are respectful......... He is one of the few that give top notch support to all...of his tools.... anyways, have a good day..
     
    Last edited: Nov 13, 2017
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  9. Rowlan

    Rowlan

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    Question regarding the vertex paint tool. Is it also possible to "paint" the speed or declare sections where the river runs slower and faster?
     
  10. NatureManufacture

    NatureManufacture

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    Just water stage now like at video which also mean speed but....i still wonder about solution. Btw paralel river mesh have first test!:)
     
  11. deraggi

    deraggi

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    Hi Rowlan,

    I'd go for it. I have now multiple River Splines setup in my project using Single Pass Stereo Rendering.

    I even just recommended RAM in another Thread where people discuss the lack Water Assets in SPSR. I'm using RAM to display a huge lake in my game and it works great!
     
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  12. deraggi

    deraggi

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    That's awesome! Any ETA on the parallel rivers? I'm currently using models to hide the stick so I'm really eager for this :)
     
  13. NatureManufacture

    NatureManufacture

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    We slowly step by step are closer to it. We add alot of optimisation in mesh etc. Now you are able to rotate each point so you have total control on mesh. Anyway probably upcomming 2 weeks
     
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  14. Nihilus0

    Nihilus0

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    Hi, I have a questions before purchasing this asset.
    I wonder if the river is crossing each other.
    I want to create a river from a huge map that I automatically generate.
    At this time, I am worried because there may be situations where rivers cross each other.
    If possible, can you show me a video of when the rivers crossed?

    Thank you.

    ps. I was a non-English speaking translator. I hope you understand.
     
  15. Migueljb

    Migueljb

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    Does RAM work off reflection probes for its reflections?
     
  16. zmaxz

    zmaxz

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    It seems doesn`t work with TOD_Scattering,
    How do i fix it ?
    RAM1.jpg
     
  17. NatureManufacture

    NatureManufacture

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    Ask author of this scattering what line you should add into shader. Custom solution need sometimes line in shader code to support features.
    Yes we use reflection probe because in river case its much cheaper then rendering whole texture in 2nd camera to get reflections. It also generate less problems with vr etc. 16pixel or 32 realtime or baked probe is enought.

    From my test its possible to mix it How? You have vertex paint tool where you could blend by opacity and water stage this 2 rivers together. I didn't make movie about it, it need some love and work- proper vertex position to get good blend. With new version it will be even easier.
     
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  18. AlexanderElert

    AlexanderElert

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    Hi! @NatureManufacture i can't add points by the spline tool, when i press the ctrl + left click another object has be selected on the scene .. what im doing wrong?
     
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  19. one_one

    one_one

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    So, you guys have probably seen this already, right?
     
  20. Migueljb

    Migueljb

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    Oh that going across tool ontop of the river spline is very clever and looks great. Competition is always good even tho its a different engine. These guys work very hard on there stuff so I can imagine they got stuff like this coming up for there river tool as well.
     
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  21. NatureManufacture

    NatureManufacture

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    Their last tool have very bad taste over whole asset store so I would not expect nothing good. Their tools are great for unreal engine but for unity they were slow and poor. I hear that from everybody who I know that bought it - 20 people. Anyway this is River Auto Material thread so please focus on this asset instead of promoting unreleased assets which are curently for unreal.
     
    Last edited: Nov 28, 2017
  22. blitzvb

    blitzvb

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    Agree to that!
     
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  23. Mark_01

    Mark_01

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    Agree also, +1 to that :)

    Links to competing products in anyone's forum, is just wrong to start off with.

    Why people post about unreal in Unity forums seems wasted time and energy on
    so many levels.. Unity is not unreal .. apple / orange.
     
    Last edited: Nov 28, 2017
  24. Teila

    Teila

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    Exactly. I bought it, it was a waste of money. I would not trust this company to make anything for Unity. They created it and abandoned it with big promises that never materialized.

    Much better tools out there, including R.A.M. :) I trust Bart...I do not trust the these other folks, not with Unity at least.
     
  25. SilverStorm

    SilverStorm

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    Just recently purchased this tool and I noticed that video above for the Ultimate River Tool and it gave me an idea.

    At the beginning of that video and at around 2 minutes in we can see a dome shaped spline with a beautiful texture applied for that rain forest look.

    I would love to see those in the next update perhaps?

    Maybe if possible also a stylized texture set as well for when we want a non-realistic look?
    Example:
     
    Last edited: Nov 29, 2017
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  26. NatureManufacture

    NatureManufacture

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    Hmmmm hmm ive added particles in next up and compatibility for enviro and hmm lets add this in next update after this ok? Yes we goal stilised too atm everyone is able to do this theirself by specific setup but we will do this also. Its just matter of textures and normalmaps.
     
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  27. SilverStorm

    SilverStorm

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    Thanks a lot, yeah it's simple textures for the style but it makes a big visual impact. Can't wait to see the updates!
     
  28. NatureManufacture

    NatureManufacture

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    If someone use ENVIRO 2.0 you could add compatibility by this:
    PDF FILE
     
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  29. runningbird

    runningbird

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    I was just going to talk to you about ENVIRO 2 issue I was having :) now I don't have to thanks!!!
     
  30. nomax5

    nomax5

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    I'm really enjoying RAM but my question is about the Advanced Rock Pack 1 texture naming conventions

    so
    T_Ground_Moss_01_A = Albedo I think
    T_Ground_Moss_01_H = Heigh map I think
    T_Ground_Moss_01_N = Normal Map I think

    What is _Sm?
    T_Ground_Moss_01_A_Sm

    What is Mt
    T_Ground_Moss_01_Mt_AO_H_Sm

    Cheers

    Roy
     
  31. ranaUK

    ranaUK

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    using unity2017.2: on left eye water you have a reflection that is not on the right eye; it's from the demo scene - in my actual scene, I've a a small pier which also gets reflected as such.
     

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  32. NatureManufacture

    NatureManufacture

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    SM is smoothness:) MT - metalic.
     
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  33. Mark_01

    Mark_01

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    I am not 100 % sure on this as I don't have any experience on mobile, But I was just reading in the Hydroform Ocean forum and very sorry for this link ( its non competing at the present time ) ... here is a link to a post where they seem to be saying that the second eye reflection is a Unity engine problem? and gives a suggest work around for some cases.

    For what it's worth, if i read it right >> https://forum.unity.com/threads/hyd...an-system-released.385545/page-3#post-2912098

    @NatureManufacture I will delete this post if you feel its not appropriate just PM me here please, thanks.

     
  34. treshold

    treshold

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    totally Awesome, don't have to do it Trial and error -way lol
     
  35. TalkieTalkie

    TalkieTalkie

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    Will RAM work with Voxeland?
     
  36. NatureManufacture

    NatureManufacture

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    yes
     
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  37. blitzvb

    blitzvb

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    Hey,

    Does the river can be spawned at runtime ? Do you provide an API to change spline point?

    Thanks in advance
     
  38. hoodoo

    hoodoo

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    Quick questions about using R.A.M. on ios and android:
    1. Will the shaders work on these platforms?
    2. How is the performance on mobile?
    3. Any limitations on mobile?
    Thanks!
     
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  39. NatureManufacture

    NatureManufacture

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    Soon. I hope so we have idea atm without code.
    Yes but they need 3.0 shader model.. to be honest i will work on lower too but you have to change pragma 3.0 to 2.0 in code etc..Ofc forget about tesselation there.

    Performance will be good, this shader is totaly cheap, beside that its transparent.
     
  40. blitzvb

    blitzvb

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    Thanks for the reply.

    Can I use megashape or other spline asset to have the runtime functioning now?
     
  41. NatureManufacture

    NatureManufacture

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    I didnt test myself. You could try if UV will be correct it will be fine;)
     
  42. chilton

    chilton

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    RAM is fantastic! But it shows up as transparent in my player. Works great in-editor.

    This is what it should look like. In the editor, well, there's nothing there. Sometimes there's a slight reflection, as though a fully transparent surface is there.

    -Chilton
     

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  43. hoodoo

    hoodoo

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    Thanks, I purchased R.A.M. today! I'll let you know how it goes testing on ios 11.
     
  44. deraggi

    deraggi

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    I had the same issue, it was due to my lightning setup. The shader requires proper lightning to work. Check if lightning is enabled in scene view.
     
  45. NatureManufacture

    NatureManufacture

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    All transparent shaders need light to show up transparency:)
     
  46. C_p_H

    C_p_H

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    @NatureManufacture
    This chart shows tessellation is supported in the current versions of macOS, so now I'm thinking maybe Unity's pragma# target in their Metal API is set too low. Unity actually demoed it working approximately 2yrs ago, so don't know what happened. Metal2's support is even better now according to Apple's specs.
    Researching this myself, been holding back on purchasing any assets that require DX11 tessellated shaders as a result.
     
  47. elbows

    elbows

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    Tessellation for Metal is on the roadmap for 2018.1 and I've also seen reference to it lately in some of the scriptable rendering pipeline code on GitHub.
     
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  48. deraggi

    deraggi

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    Any news on the new version? :)
     
  49. kerrmedia

    kerrmedia

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    Quick question, had a nice riving, made it with splines. Switched from gamma to linear rendering, then the river was too big, so I tried to get at the splines to reshape it, but could not select them. Can I somehow reshape the river using splines, or do I need to recreate it again?
     
  50. magique

    magique

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    Glad to see this was on sale. I finally picked up my copy.