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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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    You have to add one.
     
  2. NatureManufacture

    NatureManufacture

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    Hi
    We made important update today in the middle of development of 1.4v

    In v1.3.5 you will find:
    - fixed cascades noise!
    - profiles support instead of buttons, now you could setup road or any other material,
    - simple sea example with incoming river blend,
    - road example with HQ texture set,
    - updated demo scenes,
    - fixes in network systems,
    - new manual,
    - updated demo scenes,
    - fixes in uv mapping,
    - easy road compatibility,

    Few screens:
    RIVER_03.jpg Road Example.jpg Road Example2.jpg
    Simple Sea.jpg
     
  3. jlocke

    jlocke

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    Hey . that is fantastic . we bought RAM and EasyRoad .and using last in a new brand project @raoul has long experience
    I would ask you what you mean specifically with "easy road compatibility," . maybe even @raoul could help
     
  4. NatureManufacture

    NatureManufacture

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    We start co-op. Details will be available soon! Probably we will release some product for their system soon too.
     
  5. jlocke

    jlocke

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    That is nice . @raoul is really a great vendor ..
    But you have not yet given me an answer to my question . "what you mean specifically with "easy road compatibility,"" . i can read in your presentation ... is that something can push us to add your asset in our list ? .
     
  6. NatureManufacture

    NatureManufacture

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    I wait until @raoul will publish / show this:)
     
  7. NatureManufacture

    NatureManufacture

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    Until end of next upcomming week Easy Road will gain props and texture sets from us in HQ PBR resolution with very advanced road shaders integrated into system.
     
  8. Flurgle

    Flurgle

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    R.A.M. has been really helpful as an ocean shader for quick and dirty mockups. It's EXTREMELY fast.

    upload_2018-2-15_3-32-26.png
     
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  9. NatureManufacture

    NatureManufacture

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    In next version you will be able to paint waves direction just to hit land in proper direction and much much more.
     
  10. blitzvb

    blitzvb

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    Why only using it for quick and dirty? It seems to be really good.
     
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  11. NatureManufacture

    NatureManufacture

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    I would say we didnt designed this material for sea but as many users test its very fast and looks pretty nice. Its not aquas or playway water etc but.. still looks good.
     
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  12. Flurgle

    Flurgle

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    @blitzvb I just threw on a default river material from RAM (so if you look closely in the game view, it looks off). I bet you can make a decent ocean or lake if you play with the material values. Also, I don't know if RAM does planar type reflection stuff either, which would definitely improve it.
     
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  13. NatureManufacture

    NatureManufacture

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    in plans;) this month we will release
    a) ram update
    b) new trees
    c) something epic and most spectacular that we ever made
     
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  14. blitzvb

    blitzvb

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    an ocean material that do not kill my FPS when reflection is on ?
     
  15. NatureManufacture

    NatureManufacture

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    No I would say You never saw such thing on unity/unreal . Solution from A to Z... you will see hehe:D be patient.
     
  16. Zaki_X

    Zaki_X

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    Now you got my attention. Holy moly....
     
  17. Knbmedia

    Knbmedia

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    Hello

    I have a problem with iOS (iPad Air, iOS 11) and vertex color shader.
    I used alpha
    On MacOS, I get this:
    cascade_macos.jpg

    But when switching on iOS, I get this:
    cascade_ios.jpg

    PS: my main goal is to "animate" a bitmap background of a cascade. So I use alpha paint colors to have RAM other my bitmap with transparency
    Any ideas ?
    Thank you
     
  18. Zaki_X

    Zaki_X

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    I see that update date has been changed from 21.02 to 10.03 :(.
     
  19. NatureManufacture

    NatureManufacture

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    1 team mate responsible for 2 tasks is sick. It delay a bit. 95% is done but....Next week we release secret project hehe
    Only alpha? Try B+Alpha
     
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  20. Stereo_Image

    Stereo_Image

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    Does anyone know if this works with single pass stereo instancing ?
     
  21. NatureManufacture

    NatureManufacture

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    it works.
     
  22. gecko

    gecko

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    I put this on a river mesh and built to iOS 10, and the river is black. Using the basic "Water River" shader (not Tesselated). Any idea what I'm doing wrong (assuming it should work)? This is on an iPad Air (2014), so I think it runs SM 3 just fine (though can't find confirmation of that atm).
     
  23. Vanidash-Studios

    Vanidash-Studios

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    Will the price rise up with v1.4? and is there any sale coming up soon? i would really like to get my hands on this tool.
    Cheers
     
  24. NatureManufacture

    NatureManufacture

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    Unity publishers cant give info about upcomming sales at all.

    No price will not change. We will keep it stable and like always our updates are for free.
    Any error or log?
     
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  25. cygnusprojects

    cygnusprojects

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  26. NatureManufacture

    NatureManufacture

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    I not promisse but i will try :) this week we spent to release new product next will be for huge river auto material update.
     
  27. gecko

    gecko

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    Ah, there is this in the xcode log:

    Warning: Shader 'NatureManufacture Shaders/Water River' exceeds the number of texture image units, marking as unsupported.

    The river does render on iPhone X, though flow is wrong direction and much too fast.
     
  28. NatureManufacture

    NatureManufacture

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    No problem in next version we will add special version for mobiles! easy pie! its few min fix
     
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  29. gecko

    gecko

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    Great! Any chance I could get that soon....like...today? :)
     
  30. NatureManufacture

    NatureManufacture

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    Catch me tommorow;)
     
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  31. NatureManufacture

    NatureManufacture

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    Done. Check priv message.
     
  32. Alexey1B

    Alexey1B

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    Hello, just bought and play with R.A.M. in VR i have a strange dark bands on water reflection (tesseled shaders), what moving with head, it not apears at start, a second later, can then dissapear and apear again, the most visible when looking from top to water. Any suggestion how to fix it? Sample 1 from Demo Gamma Rendering (on screenshot did not fit black band at top)
    blackReflectionsSample_1.png
    and on my tests sample 2 it is more visible
    blackReflectionsSample2.png
     
  33. xDeveloper

    xDeveloper

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    Any news? ;)
     
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  34. NatureManufacture

    NatureManufacture

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    It was uploaded yesterday. When it will be online we announce it :)

    Reflection probe setup?
     
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  35. gecko

    gecko

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    Thanks, that works, i really appreciate the fast work!
     
  36. Alexey1B

    Alexey1B

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    Yes, just river was not fully covered with it, now all ok, thanks! And really impressive water!
     
  37. NatureManufacture

    NatureManufacture

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    :) Next version will be much much more detailed:D Btw you could uncheck box rendering or add blend distance so it will look better even with uncovered area.
     
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  38. EdLooping

    EdLooping

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    Hi ! Just a few question plz...
    How can I add a new point by script ?

    For exemple, this doesn't work.
    River_RamSpline.GetComponent<RamSpline>().controlPoints.Add(new Vector4(x, y, z, w));

    Thx :)
     
  39. NatureManufacture

    NatureManufacture

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    spline.controlPoints.Add (position);
    spline.controlPointsRotations.Add (Quaternion.identity);
    spline.controlPointsSnap.Add (0);
    spline.controlPointsMeshCurves.Add (new AnimationCurve (new Keyframe[] {
    new Keyframe (0, 0),
    new Keyframe (1, 0)
    }));
    spline.GenerateSpline ();
     
  40. magique

    magique

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    Has anyone integrated any buoyancy with this asset? Is there a recommended tool or method for doing such an integration?
     
  41. NatureManufacture

    NatureManufacture

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  42. NatureManufacture

    NatureManufacture

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    Hi
    So it happend. New R.A.M today will be online, we've added alot more then it was said:D

    1.4v
    - please re-alply your ramspline scripts into splines, they could be droped. Sorry for problems
    - we will add movies in monday

    List of new cool features:
    - swamp shading (shaders, textures)
    - wet stone shader,
    - wet stone with moss shader
    - flowmap system [beta] for river and swamps
    - full mobile shaders and materials for swamp, river, sea with example profiles
    - terrain shaping [early alpha] with multiple terrain support
    - vertex paint tool for models
    - flowmap painter with debug shading
    - automatic flowmap generator
    - updated manual
    - example photoscanned rock
    - new demo scene with flowmap
    - new demo scene with swamps

    Videos will come in monday.

    Swamp shading:

    Swamp_03.jpg

    Flowmap debug and painter:


    Flow.jpg

    Flowmap is very sensitive atm so speed change and direction must be painted very smooth. Mesh also need more verts then usual to keep it smooth.
     
    Last edited: Mar 16, 2018
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  43. kerrmedia

    kerrmedia

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    This was already a great asset, now terrific!
     
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  44. blitzvb

    blitzvb

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    Wow. I am really impressed. Awesome work!
     
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  45. Mark_01

    Mark_01

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    Love the swamp shading!!!
     
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  46. NatureManufacture

    NatureManufacture

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    Thanks for hot words! I will show all features and how to use them in monday. Major fixes if there will be any will be after team will back from gdc.
     
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  47. Mark_01

    Mark_01

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    Enjoy gdc , have a great time !!!
     
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  48. cygnusprojects

    cygnusprojects

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    @NatureManufacture, great update! Would have been nice it there was a backup/restore script for the control points provided though. I had to make my own so I didn't had to redo my somewhat 500 points of 5 different rivers. Enjoy the GDC.
     
  49. NatureManufacture

    NatureManufacture

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    You dont need backup. Simply reattach script and it will work:). You will not lose anything.
     
  50. cygnusprojects

    cygnusprojects

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    Well, did try that and all my control points were gone. Hence I wrote a little component to take care of this.