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[Released] True Clouds - volumetric clouds for Mobiles & PC

Discussion in 'Assets and Asset Store' started by marserMD, Jan 18, 2018.

  1. MattAuroch

    MattAuroch

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    Same question as Abacadabad - is there any way to get this working with transparency? I'm targeting PC.

    You mentioned a custom shader?
     
  2. marserMD

    marserMD

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    I'm afraid that the solution I was thinking of would produce an unpleasant resul when two partly occluded transparent objects are overlaping on the screen

    If you'd like to discuss it further to try and develop a solition that fits yoir needs, please contact me in skype(sent you my nickname in private messages)
     
  3. roryo

    roryo

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  4. marserMD

    marserMD

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    Thank you for purchasing True Clouds!

    Unfortunately, Single-Pass VR rendering is not currently supported. It is on the roadmap, but I currently have a rough period in my life and I'm unable to spend enough time on this feature.
    I do provide full customer support; make bugfixes and help integrating True Clouds, but that's all I can currently offer.

    P.s. multipass stereo rendering has been reported to work.
     
    TooManySugar likes this.
  5. roryo

    roryo

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    Ok - I'll take a look at multipass (sounds like the tickets they used in the film The Fifth Element!).

    Thanks for a great asset!
     
  6. marserMD

    marserMD

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    MultiPass.jpg
     
    roryo likes this.
  7. marserMD

    marserMD

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    Hey there!
    It's been a long time since the last update. A series of unfortunate events has held me back from further development of True Clouds. Although I have always provided full support for my customers. But now I'm slowly getting back in the game!

    I am happy to announce that new lighting system is ready and only needs to be documented. It allows for an amazing artistic control over the light!
    So expect an update soon with:
    • Better depth precision
    • Improved compatibility with post-processing effects
    • Support for non-standard viewports
    • NEW LIGHTING SYSTEM!
     
    roryo likes this.
  8. marserMD

    marserMD

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    And... The update 1.5 is sent for approval!
    A sneak peek of what can be easily achieved using the new version:
    Blizzard:
    (Composed of three quads with additive tint material)


    Volumetric Point Light:
     
    Lars-Steenhoff likes this.
  9. marserMD

    marserMD

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    Guess what's next on the roadmap?
    That's right, It's True Clouds VR.
    This might be the perfect solution since True Clouds takes less than a millisecond to render on a laptop.

    Multipass already works flawlessly, so it's just a matter of time before the single pass also kicks off!
     
  10. marserMD

    marserMD

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    What do I love about the Asset Store?
    The fact that non-5 stars ratings are usually paired with a written review.
    And the users actually read the developer's answer!
    And if their issues are resolved, they appreciate it!
    So the answer is: I just love the community.

    upload_2018-5-7_23-20-59.png
     
    TooManySugar likes this.
  11. tapawafo

    tapawafo

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    Hello,

    Big fan of this asset - great work! Just wondering, do you have any ETA for single-pass VR support?

    I would be happy to try and help test it out if needed.

    Thanks.
     
  12. marserMD

    marserMD

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    If you have already purchased True Clouds, you can write me an e-mail with your purchase ID and I'll send you a development version. It is working, but not well-tested yet.

    Unfortunately I have no ETA sincesin exam session has started in my University and I also have a daily job:) So I'm not sure if I'll have time to finish single pass this month.
     
    roryo and tapawafo like this.
  13. TooManySugar

    TooManySugar

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    Ok this assets looks incredibly awesome. Bookmarked. The locomotive looks top notch. This looks like perfect match for mega cache. You could render all the smoke of a collapsing building and get awesome ressults.
     
  14. rz_0lento

    rz_0lento

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    Does this asset work in forward rendering?

    I'd love to try this out for tire smoke / road dust but the obvious issue on it's current form is that I'd need to be able to drive through it at times. Is there any way to fade out / limit near rendering for the meshes so that this wouldn't clip in these cases?
     
  15. marserMD

    marserMD

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    Yes, it does work with forward rendering.
    No, fly through is not supported and is unlikely to be supported.
     
  16. rz_0lento

    rz_0lento

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    Do you have any plans on supporting this on new LW and HD SRPs?
     
    umcherrel likes this.
  17. marserMD

    marserMD

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    As long as I know, everything should work as is.
     
  18. Dolzen

    Dolzen

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    I would like to ask if this asset supports spherical worlds since my terrain is a planet and I'm looking for a volumetric clouds solution like yours, thanks.
     
  19. marserMD

    marserMD

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    Yes, it does.
     
  20. led_bet

    led_bet

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    Love the asset! Having some trouble getting it to work with Horiz[ON]. I've fiddled with render cue settings on the shader inspector, tried reordering layers for True Clouds, but I cant get the clouds to stop rendering on top of the Horiz[ON] mesh, even when bisecting it or underneath it. Any suggestions?
     
    Last edited: Aug 21, 2018
  21. marserMD

    marserMD

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    Hi! Please send me some screenshots at mischapanin@gmail.com, we'll figure something out:)
     
    led_bet likes this.
  22. tstorms

    tstorms

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    would these clouds be able to change colour based on ambient lighting, for day/night cycles?
     
  23. marserMD

    marserMD

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    This should be set up manually. But yes, you can change all the lighting it in runtime.
     
  24. led_bet

    led_bet

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    Hey MarserMD, thanks again for helping me out with my project. It went off without a hitch!

    I figured out why I was having weird edge lighting issues. Upon further experimentation, I'm finding that any geometry on my "Blocking Geometry" layer cuts off the silver lining applied to the cloud edge. This is seen in Edit, Play, and game builds.

    This might also be related, but point lights are behaving similarly. Their light is getting culled behind "Blocking Geometry" layered meshes. Additionally, with point lights, a hard-edge shape appears offset on cloud geometry. It looks kinda like a low-poly energy shield. EDIT: The point light issue only seems to occur in Edit mode and resolves itself when in Play mode. It also does not appear in game builds.

    Also, When two cloud objects are positioned one in front of the other, the boundary of the foreground object is boldly seen if the Blur Radius is set to larger values. Depth Filtering Power reduces the width of the hard edge, but at higher values is it kind of over-blurs the effect. I totally understand if this is a limitation of the technique, I just figured I'd bring this to your attention.

    I'm working in Unity 2018.2.1f1 using the latest release of TrueClouds. I might be missing a step for light setup; any direction you can provide is appreciated. Thanks!
     

    Attached Files:

    Last edited: Sep 24, 2018
  25. marserMD

    marserMD

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    Hi, ledbetterman!

    Sorry for the long wait. For some reason, I didn't receive an e-mail notification about your post.

    Yes, that's intended. If you don't like it, I can help you remove this behavior.

    This is not intended. I'll look into it.

    Yes, unfortunately, this is one of the biggest limitations of True Clouds.

    Please send me an e-mail at mischapanin@gmail.com with your invoice ID so that I'll be able to send you a custom version.
     
    led_bet likes this.
  26. led_bet

    led_bet

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    Thanks, will do! Am I just misunderstanding how light should be behaving in the instance of the silver lining? My intuition is to think the silver lining light would reach all the way to the contact point where the clouds intersect other geometry. Please correct me if I'm mistaken.
     
  27. marserMD

    marserMD

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    I think, that it really should be the way as you think. I just originally intended it to work differently.

    Once again, I can fix it. Just send me an e-mail with your invoice ID:)
     
  28. callebo_FK

    callebo_FK

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    Would you mind posting an in-editor demo? You say you place out cloud meshes on the scene for the volumetric clouds, which is something I haven't seen in other volumetric cloud solutions.
     
  29. marserMD

    marserMD

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    I don't really know how to create an in-editor demo without posting the whole asset for free:)

    But you can buy my asset, and if you don't like it, just send me an e-mail and I'll give you a refund.
     
  30. AR-Bridge

    AR-Bridge

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    can i make infinite cloud?

    When viewed from the ground, endless clouds must be seen. It also requires an entry effect when taking off and passing through the clouds. Finally over the clouds, the clouds must spread under. The platform I use is the PC platform.
    I used google translation because of my lack of English ability. I'm sorry.
     
  31. marserMD

    marserMD

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    You can make an infinite cloud if you write a spawner for the clouds, that will place clouds meshes as you go. As a reference you can take a look at the sky demo.

    There is no support for rdenering from inside the clouds, so you would have to write it by yourself.

    And yes, the clouds are fully 3d, so they are also visible from above.
     
  32. callebo_FK

    callebo_FK

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    Oh, I meant demo video. Could you show yourself using your tool in Unity? All the videos right now show how the final product looks, but I would like to know how it looks like working with it. I have a hard time imagining it just by reading about it
     
  33. el-RERS

    el-RERS

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    Hello. I just bought this asset a few days ago. My intention was to make a "sea of clouds" above mountains so what i did was to put the cloud material in a giant quad. I looks fairly well and the performance is good but, for some reason, there is a very noticeable gap towards the edges of the screen; this gaps follows the camera so it's something about how the clouds are being rendered. No matter how much I thinker with the options, I can't seem to get rid of this gap. Please, some help with this :(




     
  34. marserMD

    marserMD

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    Hi!
    Please do send me an e-mail at mischapanin@gmail.com
    I will send you a fix for that problem and also give you some tips on the sea of clouds:)
     
  35. marserMD

    marserMD

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    Here is a demo gif:)
     
  36. el-RERS

    el-RERS

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    It worked great! thanks a lot!
     
  37. callebo_FK

    callebo_FK

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    Thanks. I just purchased it. I found your blog post (https://habr.com/post/345186/) how it's made, with some help from google translate, but decided it's just easier if I can look through the files myself.
     
  38. marserMD

    marserMD

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    Hi! There is an English version of the same article:)
     
  39. VLukianenko

    VLukianenko

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    Hello!
    Can it be used with mobile VR?
     
  40. marserMD

    marserMD

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    Hi!
    It can, but probably only the most modern platforms will handle the performance needed to do that. If you buy True Clouds, e-mail me at mischapanin@gmail.com and I'll send you a VR beta.
     
  41. HenryChinaski

    HenryChinaski

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    Is there an example for the fog in the town (from the trailer) included?
     
  42. marserMD

    marserMD

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    No, it is not.
    But it's very easy to recreate. Just place some cloud spheres on the ground.
     
  43. HenryChinaski

    HenryChinaski

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    Thanks for the answer. Last question, was the problem with the edges of the screen not showing the clouds solved?
     
  44. marserMD

    marserMD

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    Unless you are targeting some really low-end Android -- yes:)
    Just send me an email at mischapanin@gmail.com once you buy True Clouds:)
     
  45. led_bet

    led_bet

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    Hey Marser,

    Using and enjoying the asset, as always. Having an issue with terrain shaders in 2018.3.5f1. The true clouds are notoccluding properly behind terrain. Tried forward & deferred modes, as well as setting the shader order in the material. Switched some configuration settings (late cut, depth approximation) and saw no difference. Some help would be appreciated!

    Also, I totally forgot to take you up on this:
    https://forum.unity.com/threads/rel...uds-for-mobiles-pc.513218/page-2#post-3740338

    Mind if forward that email still?

    Thanks!
     

    Attached Files:

  46. marcrem

    marcrem

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    Was the edge fix pushed to an update on the asset store?
     
  47. marserMD

    marserMD

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    Hi! No, it is more of a hack than a proper fix. And although it works for the most cases, I'd like to be able to change this behaviour later.

    If you are interested in the fix, please just send me an e-mail at mischapanin@gmail.com
     
  48. hungrybelome

    hungrybelome

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    Hi, I'm interested in buying this but I'm curious about the performance on mobile. What devices have you tested/benchmarked with? The lowest-end devices that my game supports are iPhone 6S and Google Pixel 1 (Snapdragon 821).
     
  49. marserMD

    marserMD

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    Hi!
    I have tested, for example, on Nexus 5x. Rendering of True Clouds takes about 7 Ms on this device. Your devices have a few times faster graphics card than that of Nexus.

    So I believe, it shouldn't take more than 2-3 Ms to render on your device.
     
  50. rz_0lento

    rz_0lento

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    Could you provide a sample using latest LWRP and HDRP?