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Rome: Truly AAA Quality Exterior Enviroment Pack for Unity

Discussion in 'Assets and Asset Store' started by QuantumTheory, Mar 1, 2016.

  1. SteveB

    SteveB

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    Hey Hopeful and yea, I've been mucking around with a variety of things all day.

    More to my point, as I can make this work for me just fine, is that people purchasing this pack for 2018 aren't going to get a positive out-of-the-box experience. I'm certain we would all also love to learn from Pete's settings which aren't available when you import into the latest Unity.

    Thanks for the input man and keep'em coming :D

    -Steven
     
  2. hopeful

    hopeful

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    Do you have NGSS? If so, I wonder what the contact shadows would do for this scene? Might be nice. :)
     
  3. SteveB

    SteveB

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    I do! Does look very nice... :D
     
  4. shredingskin

    shredingskin

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    Probably this has been asked before but how is the material texture packed ?
     
  5. Demostenes_cz

    Demostenes_cz

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    Demostenes_cz said:
    CorbelB is not capped from top, but it should be.

    Hello, did you have time to fix this?
     
  6. Deleted User

    Deleted User

    Guest

    any chance to get JUST your shaders?

    i cant find any that work with polybrush or jbooth's
    that has
    albedo, normal, rough, ao, height, metal

    and i want to use it with probuilder, so some other asset doesnt work
     
  7. QuantumTheory

    QuantumTheory

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    @BuckyLuis I don't sell the shaders separately, but if you like, just email me what you'd like and I can cook something up for you. support@qt-ent.com
     
  8. pbrowne

    pbrowne

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    Have to agree that this asset does not look that great out of the box in 2018.3... Would be good to see it setup nicely for Post Processing Stack v2...

    What is The Sun? Can you show settings for this object?
     
    Last edited: Dec 20, 2018
  9. QuantumTheory

    QuantumTheory

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    Nothing Triple-A looks good out of the box ;)

    I'll investigate now that the package manager is part of Unity.
     
  10. QuantumTheory

    QuantumTheory

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    Ok, RFP1 has been relit and setup for the package manager only for Unity 2018. The game view instructions have been updated too. Give it a little time to appear in the store.
     
    pbrowne likes this.
  11. QuantumTheory

    QuantumTheory

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    It's just the directional light. Nothing special.
     
  12. shredingskin

    shredingskin

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    Sorry to ask again, how is the material texture packed ?
     
  13. pbrowne

    pbrowne

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    SO RESPONSIVE! :)

    Updating the package now.

    BTW I also bought your PolyWorld: Woodland Low Poly Toolkit a while back, which is great, but now looking into more realistic environments, like your Rome assets.

    Keep up the brilliant work!

    Peter
     
  14. QuantumTheory

    QuantumTheory

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    No problem. It's just like Unity's standard shader, except the blue channel uses the heightmap.

    Red = metallic
    Green = AO
    Blue = height
    Alpha = smoothness
     
    shredingskin likes this.
  15. QuantumTheory

    QuantumTheory

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    Thanks Peter! I'm also going to fix up RFP2 the same way.

    To Everyone: Thanks for your ongoing support! If you find some time, please consider writing a review!
     
  16. SteveB

    SteveB

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    SadRome.JPG Oh boy...

    ...okay so fresh project, 2018.3.0f2, I start with Rome 1 install, bring in post processing and relight and everything is as expected, stunning...

    ...then I install Rome 2 which installs into the same folder (iirc it was a separate folder before?) Rome 1 scene immediately turns into the above picture. It appears to be parallax shaders, as cross-referencing a working Rome 1 scene so far has just been those shaders (I wasn't exhaustive over every pink object but each one I randomly chose was Parallax Shader related)...

    SadRome_ParallaxShader.JPG

    ...couple that with Allegorithmics plugin (version 2.11) not working at all, I get sbsar errors of course stating to use the plugin, so sbsar is fubar.

    Rome 2 scenes otherwise load fine, with the demo scene loaded as-is and untouched by myself looking equally stunning.

    The Rome 1 issue is ultimately tedious manual labor and solvable, but of course if there's something that could be done ahead of this, that would be ideal.

    Lastly I tried 2017.x.x as per Allegorithmics guide in order to update sbsar's, and funny enough when I load Rome 2 into 2017, the demo scene is missing prefabs all over the place, with pretty much only floors and a trim here and there showing up, so that was a show stopper and apparently not an option.

    Thanks Peter

    -Steven
     
    jfinlon likes this.
  17. QuantumTheory

    QuantumTheory

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    Shader GUIDs. Ugh. I did this before and welp, guess i gotta do it again. Sit tight.

    WRT the substance plugin, I'd just avoid it altogether and use Substance Player externally to Unity. It's not a great solution but it's essentially the same thing. You're not going to be changing those sliders at runtime so.. *shrug* I don't know why they chose to make those SBSARs as fatal debug messages when they're not.
     
  18. SteveB

    SteveB

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    Yea and hey I feel your pain man this S*** sucks, sorry. The one thing that kills some of my enthusiasm is the fear of updating stuff, even reasonably minor, and having a cascade of failures.

    As for Substance Player, you mean to make an adjustments to an sbsar (if I really even have to) and save out the results? Otherwise I can just ignore the errors then?

    EDIT: I use Substance Designer (and Painter) and yea I see the Player is a lightweight app to futz with existing material parameters and export maps
     
  19. QuantumTheory

    QuantumTheory

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    Right. If you want to change the SBSAR, just do it in Substance Player and ignore what's integrated into Unity. Yes, you can ignore the errors and nothing will happen because I'm not using them on any piece of geometry in either project.

    Or just move the SBSARs outside your Unity project to somewhere else on your harddrive. The SBSARs are just a bonus for purchasing and aren't required to run the packs in your build.
     
  20. SteveB

    SteveB

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    Got it thanks Peter
     
  21. QuantumTheory

    QuantumTheory

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    Ok. Uploading fixes now to RFP1.

    Give this about an hour or 2 and you should be notified of the update in the store. Sorry about that.

    [edit] Oh if you're using Painter or Designer, you can use the SBSARs in there too. Just drag them in. Substance Player would be my base recommendation for those who haven't purchased any of Allegorithmic's tools as it's free.
     
    SteveB likes this.
  22. SteveB

    SteveB

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    Just FWIW for everyone else, it was roughly 8 - 12 objects that just needed there material set to Parallax_n or Puddle...

    ...the fix for me that took 2+/- mins was to open two versions of Unity, one with Rome 1 open and one with both Rome 1 and 2 installed (the one you plan to use in production) and just comparing the pink version to the correct version and choosing the Shader.

    No biggie!
     
  23. SteveB

    SteveB

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    Yup typically I would in Designer, but since you're not actually using them on any geometry then yea, user choice.

    That being said I do have several of my own sbsar's that now I have to adjust externally but that's neither here nor there.

    Thanks Peter!! :D
     
  24. QuantumTheory

    QuantumTheory

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    That's in the scene, but in the Materials folder there were several more. The thumbnail preview doesn't even update if they're broken. I had to click through them all ;)

    Side note: the asset store is hella slow. I have gigabit here at home and the store is roughing it at 5mbps.
     
  25. SteveB

    SteveB

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    Okay so to be safe wait for the corrected install, copy that!

    ...and yea that's slow af, gah
     
  26. pbrowne

    pbrowne

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    After installing Post Processing version 2.1.2 via the Package Manager in 2018.3.0f2 and just the RFP1, I am getting heaps (230...) of these errors:

    NullReferenceException: Object reference not set to an instance of an object
    UnityEngine.Rendering.PostProcessing.AmbientOcclusion.IsEnabledAndSupported (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at Library/PackageCache/com.unity.postprocessing@2.1.2/PostProcessing/Runtime/Effects/AmbientOcclusion.cs:179)
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.SetLegacyCameraFlags (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at Library/PackageCache/com.unity.postprocessing@2.1.2/PostProcessing/Runtime/PostProcessLayer.cs:696)
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.SetupContext (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at Library/PackageCache/com.unity.postprocessing@2.1.2/PostProcessing/Runtime/PostProcessLayer.cs:772)
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.BuildCommandBuffers () (at Library/PackageCache/com.unity.postprocessing@2.1.2/PostProcessing/Runtime/PostProcessLayer.cs:468)
    UnityEngine.Rendering.PostProcessing.PostProcessLayer.OnPreCull () (at Library/PackageCache/com.unity.postprocessing@2.1.2/PostProcessing/Runtime/PostProcessLayer.cs:402)

    Any ideas?
     
  27. pbrowne

    pbrowne

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    OK, fixed that error by removing the Post Process Layer component from the camera and re-adding it. This issue is described with the fix at https://github.com/Unity-Technologies/PostProcessing/issues/467

    With the Inspector in debug mode for the camera, the Resources field was set to None as shown in this example:

    2019-01-14_14-31-12.png

    After replacing the Post Process Layer component, the Resources field shows as:

    2019-01-14_14-28-49.png
     
    Last edited: Jan 14, 2019
  28. QuantumTheory

    QuantumTheory

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    Yea, this is the problem with Unity's post fx paradigm since it was introduced years ago. Backwards compatibility is easily broken and it's up to you and I to figure it out. I'm glad it worked out!
     
  29. pbrowne

    pbrowne

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    Also, after importing RFP2 into the project with RFP1, the shader problem re GUIDs as detailed above persists. This is with a new download of RFP2 from the asset store. Not hard to fix so long as you know the correct QT shader to use...
     
  30. QuantumTheory

    QuantumTheory

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    Hi Guys,

    I'm currently slammed with contract work and will get to this asap! I haven't forgotten, I just need to prioritize it.
     
  31. shredingskin

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    Has anyone got luck porting the decal shaders to HDRP ?
    No matter what settings I use, I keep getting z-fighting.
     
    SteveB likes this.
  32. SteveB

    SteveB

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    ...also apparently decals only receive shadows from Direct Lights? Here are two shots, one with just the shadow casting point and one with the Direct and Point.

    Direct_ShadowOnDecals.JPG Point_NoShadowOnDecals.JPG

    This was noticeable in the RFP2 demo scene where the sconce point lights (fire) weren't casting shadows onto the Frescos... :(

    Thanks Peter!

    -Steven
     
  33. QuantumTheory

    QuantumTheory

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    Ok. There was something wrong in the decal shaders where the "cast shadows" flag was acting as if it was "receive shadows." Weird. I fixed those decal shaders and verified they're now acting correctly. Update is on its way!
     
    hopeful likes this.
  34. SteveB

    SteveB

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    Awesome thanks Peter!
     
  35. jfinlon

    jfinlon

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    Was there ever a realistic fix for using both Rome I and Rome II together in the same project? I have tried multiple imports, installed the Rome I into 2017, tried to import the sbars into 2018 etc.. but in 2018 I cannot import the Sbars, and many of the objects remain pink etc..? so far it makes both of these products unusable together, which is a terrible shame.
     
  36. SteveB

    SteveB

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    Substance Designer support in Unity was deprecated, so now it's a beta plugin from Allegorithimic, which I've yet to get to work (not that I tried that hard though) and was last updated Feb 11th.

    Unless you need that level of control or plan to edit them (in Designer), either avoid importing them or move them to a folder outside of the /Assets folder for your Unity project.

    Outside of that, both import just fine! :D
     
  37. AtomicElbow

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    Any suggestions on how to get Pack 1 to render with HDRP in 2019.2 ?
     
  38. QuantumTheory

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    Supporting HDRP across multiple Unity versions is a supreme headache because they keep changing it, but all it would take is a recompile of the shaders using the correct HDRP template as they were authored in Amplify Shader.
     
  39. j-d-e-v

    j-d-e-v

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    Do you plan to do this yourself eventually? Maybe once HDRP leaves preview and becomes a verified package? I would buy both of your Rome packs if they worked with HDRP. I see you say it is a relatively easy process to get that done using Amplify and recompiling using an HDRP template, however I don't own Amplify and have no desire or need to purchase it (since I'm using HDRP and have Shader Graph available), and buying it simply to recompile shaders for your assets is not very appealing.

    Alternatively, would it be viable for me to port everything to HDRP manually, without using Amplify at all by just mapping textures/ creating new ones for HDRP specific requirements as needed? Or is that simply not doable because of Amplify?
     
  40. QuantumTheory

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    Yes, eventually. I may have some time this week to address it in 2019. Sorry for the inconvenience.
     
  41. j-d-e-v

    j-d-e-v

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    I understand it is a headache supporting HDRP with so many versions and breaking changes, but I am looking forward to being able to buy and use your Rome packs. I'll keep an eye out for the update! Thanks for your time.
     
  42. AtomicElbow

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    Thanks för your reply, it would be great with a 2019 version. I will also try your Amplify suggestion.
     
  43. shredingskin

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    I've tried, but I can't seem to get the decal shaders to be rendered in front of the other shaders.
     
  44. QuantumTheory

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    @shredingskin Can you post a screenshot here of the area in question? Which object are you using and what shader is applied?
     
  45. shredingskin

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    I'm talking about converting it to HDRP using amplify, there's not a render queue that I can find and there are lot of z fighting (this is basically just connecting the same inputs to the outputs in the HD template).
     

    Attached Files:

  46. QuantumTheory

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    Right, there's more to it than that. Open the "depth" rollout of the amplify shader editor with that shader open. Enable "offset" and set the factor and units to -2. You might need to play with those values a little bit, but those are my defaults. Try that.
     
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  47. AtomicElbow

    AtomicElbow

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    Is there any chance for a 2019 HD version in the near future?
     
  48. QuantumTheory

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    I'll look into it today
     
  49. AtomicElbow

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    Awesome, Thanks!
     
  50. QuantumTheory

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    Ah ok.. Amplify Shader's HDRP functionality lacks the offset factor and offset units parameters, so decals won't work. I put in a forum message to get more detail. Sit tight