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Discussion in 'Assets and Asset Store' started by NatureManufacture, Oct 13, 2017.
Thx for your skype feedback we fill fix asap.
Any feedback from new version? UI etc?
At first I thought I knew what you were teasing but now I am not sure
Now my bet is on a feature to change the terrain textures and heightmap bellow ? am I hot or cold?
New spline video:
RAM looks very interesting to me. Good work so far.
I have two questions or suggestions:
1. Suppose, in the river are different sized stones. Is it possible to deform the surface of the river so that it corresponds to the overflow of water - automatically? I speak of the model of reality. Normally, the water surface changes according to the ground, so for example stones. RAM simulates (using shaders?) actually only random water movements. Is this right? Would it be possible to use terrain and possibly objects, such as stones, as the basis for calculating the water surface?
2. If the river meets an obstacle, such as a rock or a river curve, the direction of the river must change accordingly. The rock must be wrapped around and in the curve, the shader must also "calculate around the curve". Does RAM already handle that? In your videos, it seems, that the river flow "in" the obstacle.
Is it possible to use a 'paint' styled tool to "push" the splines (and therefore meshes) up away from (or down to touch!) the nearest geometry?
For example, I would like to draw out a path in the air for the river, then "push" most of it down to meet the ground normals as far as it can go by using a form of a (perhaps "spherical"?) paintbrush in the scene view or something -- assuming it's possible..
You want to snap to terrain by brush? Not by points?
New version is awesome imo
I like your grass, may I ask is it an asset?
Vegetation Studio Grass + Lighting Box (i. e. postprocessing).
It was the first I had at hand. Only wanted to toy around with the new RAM version. You can also find great looking grass in the Advanced Foliage Pack.
Just tried the demo in R.A.M with the intersection. It totally adds to the scene. Great update @NatureManufacture
Cool i could add this into galery as community screen
The grass you are using is coming from This asset?
I created a comparison image. Top is R.A.M demo scene, bottom is what I added. It's really super easy to do, that scene was set up within minutes:
R.A.M.: loaded advanced demo scene
Vegetation Studio: added grass & trees
Advanced Foliage Pack: additional plants
Microsplat's Wetness & Streams module: wetness detail around the river
Lighting Box 2: postprocessing
If you'd like to see a good how-to, check out the tutorial video of @NatureManufacture using R.A.M., Vegetation Studio, Advanced Foliage Pack:
I am buying Advanced Foliage Pack... but I am going to be blame to be a fan boy of NatureManufacturer between CTS, RAM and that
Using the brush on points is fine actually -- the major thing I need is to (gradually) push multiple points (in a given diameter) down at a time toward a mesh and/or terrain in order to manually finesse rivers across subtle bumps and hills in the terrain. Being able to "shift" those around horizontally with a brush stroke would be nice as well, but not necessary I guess.
The best way I can think of is to "stroke" a brush across those points a little at a time with a user-defined strength and diameter (and possibly a falloff) so you can control large lengths of long rivers from high in the sky as well as control subtle shifts in height across large areas with rivers near slight bumps and hills on the ground that cover a large distance across a terrain or mesh. This would be especially useful on large waterfalls too.
Having to go in and manually move each and every point on tons of long splines using the transform widget would take forever for this kind of detail work, so this is pretty important to me.
Does that make sense?
I sort of got to thinking RAM instead of microsplat wetness I didn't think that they might compliment each other.
Do you make a stream with microsplat then put RAM on top? or is it just on the sides?
I did think about placing tributary's feeding into the river
Have you got any tips for us?
I used a RAM river and then painted wetness at the edges of the river. The problem with Microsplat's stream is that it doesn't use a flow map. Instead it's height based. So you get the best effect at stones where the water splashes down like a waterfall. Having it on horizontal terrain doesn't make much sense because there's no water origin, but still, along the edges it's just fine as an additional layer like e. g. in the pic above with the horse. It looks better of course when it's animated.
Here's a quick video with overkill in painting, should of course be only around the edges of the river, it's only for showing the effect:
Makes me wish that R.A.M. would be extended with something similar, but respecting the flow of the river
Ahh I see what you mean, they do compliment each other nicely but you've got to air on the realism side. You could have a rocky tributary running into / under the river I think
Thanks for the video, its really helpful
Time to bounce the ball!
River Auto Material 1.3
CTS - Terrain shader
Advanced Rock Pack
Advanced Foliage Pack
Mountain Tree Pack - Dynamic Nature (in few days at store)
@NatureManufacture Looks awesome. Will there be another making of tutorial? These are really an inspiration
Is the "Mountain Tree Pack - Dynamic Nature" totally new product or is it update to Mountain tree pack or is it possible to pay crossgrade price since I own Mountain tree pack? nevertheless new Mountain Tree Pack - dynamic pack will be insta-purchase whatever the price is
Yeah tell us more.
@NatureManufacture -- just wondering... did you miss my response to your question?
Sorry I will in the morning - hot line here;/
Here you go -accepted 2min ago:
And another one!
Instantly bought it, you had me at "+10 vegetation studio prefabs"
Ditto.. Grabbed it and rocks pack which was my other missing NatureManufacture pack!
We will add this. This is good idea
Awesome release for friday just grabbed new forest pack.
Give feedback etc
How do I change the direction of the water flow?
This link shows changing direction
If I understand what you are meaning. And the Vertex Paint tool can change the speed in places you want as well
Hope this helps
She catch me at skype. Just in material you could setup "-" in every water stage and mix to get direction that you need. Example: main speed from 0 0.018 set to 0 and -0.018 and water will move from last to 0 point if we will set 0.018 0 it will move in 90 degree...
Textures will handle 0 , 180 degree but 90... could change visual aspect at waterfalls, so its better to rotate by 90 degree in mesh - rotate uv.
Maybe i should add this into doc? Mostly because of rotating by 90 in material instead of by spline.
may I remind you of my last question: https://forum.unity.com/threads/released-r-a-m-river-auto-material.499972/page-6#post-3343202 ?
We're using this in a VR project but have an issue where other objects and particle effects are being masked by the river (like they are "behind" it). I'm no expert on screen shaders, etc. - could someone offer any advice or potential fixes?
EDIT: LITERALLY JUST UPDATED TO THE LATEST VERSION AND THIS IS FIXED!!! Can't believe it - it looks AMAZING!
Just bought your Rocks Pack too. This stuff is just too good.
1,2 Not yet, in upcomming updates.
Thanks yeah we fix this in latest update
Alright, I'm really excited.
Will the upcoming rendering system in Unity 2018 have an effect to the river renderings?
do you think that curvy work with RAM at runtime?
We will make update but even now it should work fine.
UV will be as you want them to be?
sounds like it's going to work! thanks a lot.
did you check my other question, here : https://forum.unity.com/threads/released-dynamic-nature-shaders-models-system-textures.452988/page-3
I would like to ask about "Mountain Trees - Dynamic Nature" asset as I can't find a proper thread. I've seen a notice about it's new 1.1 version that says:
"fixed problems with brightness at unity 2017 (removed tranclucency, it bug AA sometimes) This also means better performance Translucency will back with unity 2018 and post process stack 2.0"
My question is- so is there a way of achieving visual effects like these that have been shown in the movies above (since trees have no translucency)? Unity 2018 is still beta and knowing Unity's history it will become stable after 5-6 months. This ain't a good news at all .
In material you could change direction by 90 degree. If you need to change up/down simple set negatove values in speeds.
At movie we didnt had translucency so sure you could achive that. We just had good post process profile nothing more. We used normal unity lighting and default skybox etc.
Was wondering if there was a way to blend the water edge better or perhaps it could be a future feature? I am trying to see if i can use this asset for a lake but even then i feel like it would help the asset overall. Let me know if i missed some setting or feature since i tinkered with it for a while.
A) turn on the light at editor view. Without it alpha not show at editor view.
b) blend shoudnt and not look like that did you modify material?
Bah sorry you are totally right, i went back and did the test in your sample scene and the blending is great! I made this new scene and tested it again and it looks amazing! I must have messed with some settings i didn't know about. I am really glad this asset can be used like this! Many thanks!!
What would be the best way to detect if the player is "under water"? If I have a river that flows flat, then down a waterfall then flat again, I can't do a simple "player.y < waterlevel" of course.
Is there a way to maybe raycast up from the player to see if I hit the mesh renderer? Can I just add a mesh collider to the RAM object? Are there any performance issues?
Edit: Hmmm can't add mesh collider because then I just walk on water .
Raycast to water colider from position of player eyes - up and down.
Up - if it hit water that mean player is under it = swim and you could add any effects of underwater
Down - player is under water, distance will show if he should swim.
Mesh coulider could be trigger. Btw R.A.M mesh is pretty simple so there shouldnt be any performance issues. Anyway dont create one huuuge river over whole world, cut it into parts with our system to connect them.
Is there already a collider on the river somewhere or do I just add one?