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3D Rocky Hills Environment Pack - Development Thread

Discussion in 'Art Assets In Progress' started by florianalexandru05, Jan 23, 2016.

  1. florianalexandru05

    florianalexandru05

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    That's right, and I looked a bit at other vegetation shaders and I think the best way to to it is in another UV set or with a detail mask. I might use vertex position Y.

    Anyway here is a first look at The Toby Foliage Engine. Work is still in progress, especially the tree wind but it's good enough to showcase. I wanted to do a quick comparison with the Vegetation Engine, both in wind and shading. (Note this is in Built-in deferred)

    This shader is made to work by default with any model, vertex painting might not be needed but is optional. The wind even works with the model setup for the Vegetation engine despite intending a different setup so the shader does everything automatically. Still, if the wind looks a bit wonky and branches in the video seem to disconnect that's why. There is no vertex green in those models which I actually needed for my shader to work properly but I'm thinking of doing that automatically in the shader as well.

    Performance stats will come later.

     
  2. florianalexandru05

    florianalexandru05

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    Just realized the "gentil" typo in my vid, curse my Latin habits! Anyway here are some HQ screenshots of the nice gradient shading.

    Shading_01.jpg

    Shading_02b.jpg

    Shading_03.jpg

    And I suppose people are waiting for a performance comparisson. Here is a quick snapshot, comparing with TVE deferred shader, it's mostly the same however, this is not a fair comparison as I have everything set to ON and this is not a good scene for performance tests. With only one wind phase on, the performance is much greater at least 5 to 20 fps more and I have yet to optimize anything or tap into the full potential of the shader yet. I believe I can save up to 30fps more by making some changes.

    Performance_01.jpg

    I will come back with proper performance tests after I finished the shaders.
     
  3. florianalexandru05

    florianalexandru05

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    Here are more amazing screenshots of the beautiful TTFE shading.

    Unity_TTFE_01.jpg Unity_TTFE_02.jpg Unity_TTFE_03.jpg Unity_TTFE_04.jpg Unity_TTFE_05.jpg
     
  4. stigmamax

    stigmamax

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    The RHEF_CaveTop prefab is missing but I got it from the Light package.
     
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  5. florianalexandru05

    florianalexandru05

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    The official benchmark map is in the works! (When finished it will be available as a build)
    I have too many distractions this month to be able to focus on finishing the shader so I'm having some fun in the meantime.

    screen_7680x3636_2023-08-13_18-15-2001.jpg screen_7680x3636_2023-08-13_18-15-2002.jpg screen_7680x3636_2023-08-13_18-15-2003.jpg screen_7680x3636_2023-08-13_18-15-2004.jpg
     
  6. florianalexandru05

    florianalexandru05

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    Working on the wind global controllers, 90% done!

    Screenshot_1.jpg
     
  7. florianalexandru05

    florianalexandru05

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    Given the situation with Unity right now I want to announce that after careful consideration I'll finish this asset and continue making assets for Unity while also working with the Unreal engine moving forward!

    See you in the next update!
     
  8. stigmamax

    stigmamax

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    I hear a lot about Godot these days. You know ?
     
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  9. florianalexandru05

    florianalexandru05

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    I think Godot has potential but I'm afraid it doesn't attract me because of the lack of features and other issues I have with it. It doesn't seem to be ready for AAA 3D development yet. I remember waiting 10min to import a 4k texture plus it compiled twice. I have no idea if this has been resolved yet but it was the main issue that turned me off. That being said I see it getting as big as Unity at some point. Have you tried it? What are your thoughts?
     
  10. stigmamax

    stigmamax

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    no because this is the first time I've heard of it. I read this in the forums following the Unity problems
     
  11. florianalexandru05

    florianalexandru05

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    I actually tried it before, back in 2017 because I wasn't happy with Unity. At first, I was impressed but then I started to notice all the shortcomings and issues I had personally with it so I never looked back at it but if you aren't very pretentious you might actually find it fits your needs, give it a try.
     
  12. stigmamax

    stigmamax

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    I don't code, I mainly use Playmaker on Unity. so for me it's Unity + Playmaker or Unreal, but given my age, I don't want to start a new engine.
     
  13. florianalexandru05

    florianalexandru05

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    I feel the same, for me it's also Unity or Unreal but given that I'm selling assets I might just try the ones that have an open store.
     
  14. stigmamax

    stigmamax

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    you sell assets, but do you also make games?
     
  15. florianalexandru05

    florianalexandru05

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    I was considering it but I don't think I could do it on my own. I collaborated with someone on a game once but that's about it so I'm just sticking to selling assets for now.
     
  16. florianalexandru05

    florianalexandru05

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  17. florianalexandru05

    florianalexandru05

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    Behold, The Toby Foliage Engine! Quick Renders in Unity.

    TTFE_WIPx2_01.jpg TTFE_WIPx2_02.jpg TTFE_WIPx2_03.jpg TTFE_WIPx2_04.jpg TTFE_WIPx2_05.jpg
     
  18. florianalexandru05

    florianalexandru05

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    Behold, The Toby Foliage Engine! Quick Renders in Unity 2.

    TTFE_WIPx2_06.jpg TTFE_WIPx2_07.jpg TTFE_WIPx2_08.jpg TTFE_WIPx2_09.jpg TTFE_WIPx2_10.jpg
     
  19. florianalexandru05

    florianalexandru05

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    Improved the shading a tiny bit, now the mobile grass has specular.

    screen_3840x2160_2023-09-29_03.jpg
    screen_3840x2160_2023-09-29_02.jpg

    And tested with GI probes.
    screen_3840x2160_2023-09-29_01 - Copy 2.jpg
     
  20. florianalexandru05

    florianalexandru05

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    Second look at The Toby Foliage Engine. Work is still in progress (Note this is in Built-in deferred). A quick look at shading, seasons, and wind.

     
  21. florianalexandru05

    florianalexandru05

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    Just finished all the trees, it was a real pain because I made them by hand hence I took so long.

    Shurb Trees.jpg
     
  22. adifrank

    adifrank

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    Looks good.
     
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  23. florianalexandru05

    florianalexandru05

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    Letting you all know I am working on the map and it is going well.

    screen_3840x2160_2023-11-03_18-46-05.jpg
     

    Attached Files:

  24. florianalexandru05

    florianalexandru05

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    screen_3840x2160_2023-11-03_19-56-24.jpg
     

    Attached Files:

  25. stigmamax

    stigmamax

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    I use the Asset GPU Instancer but half of the trees are invisible as are the rocks
     
  26. florianalexandru05

    florianalexandru05

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    Do you mean the GPU instancing checkbox on the material? Do you have any errors, that's strange? (same Unity version?)
     
  27. stigmamax

    stigmamax

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  28. stigmamax

    stigmamax

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    on a test scene it works, but not on my big project. I keep looking...
     
  29. florianalexandru05

    florianalexandru05

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    That's strange, at the moment I don't have a clue, looks like something is wrong with the scene or something else. Worth investigating further...