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V-Lights True Volumetric Lights now in Asset Store

Discussion in 'Assets and Asset Store' started by brianasu, Oct 5, 2011.

  1. brianasu

    brianasu

    Joined:
    Mar 9, 2010
    Posts:
    364
    Just wanted to add for support questions email me at
    brianvlights@gmail.com
    New version should be coming out with some bug fixes and the test version of volumetric fog.

    V-Light True Volumetric Lights
    [​IMG]

    V-Light Volumetric lights now available in the asset store.

    V-Lights allows you to easily create true volumetric spot lights and points lights. Not faked with 2D sprites but true volumes that can cast shadows.

    Features:

    -Full integration into the editor.
    -Easily create lights like normal game objects.
    -Freely adjust light textures, tint and animated noise.
    -Baked and *realtime volumetric shadow maps.
    -*High speed off-screen rendering filter for better performance.
    -Tons of features coming in future upgrades.

    Upcoming Features
    -Full LOD system
    -Volumetric Fog
    -Volumetric Particles
    -Fluid systems

    For demos and more information go to
    http://vlights-system.blogspot.com


    Demo page with a full sample game
    http://vlights-system.blogspot.com/p/demos.html

    *Requires unity pro.


    [​IMG]
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    [​IMG]
    [​IMG]
     
    Last edited: Oct 15, 2011
    Stardog likes this.
  2. larvantholos

    larvantholos

    Joined:
    Oct 29, 2009
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    668
    Ooo me want. Payday seems to far away :p
     
  3. brianasu

    brianasu

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    Mar 9, 2010
    Posts:
    364
    Feel free to post any suggestions or support questions here.
     
  4. pkid

    pkid

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    Jul 10, 2009
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    203
    I tried the demo on two computers and there seems to be a screen door affect. Is that Dependant on your video card or is that just a byproduct of the method you are using?
     
  5. brianasu

    brianasu

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    Mar 9, 2010
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    That's called interleaved sampling effect. It helps reduce the amount of banding in the colors if you don't put a large amount of volumetric slices and more importantly used to optimize performance by cutting fillrate. It's kinda like 3D dithering. It's totally optional to use the effect and you can remove it completely by turning on screen space blur option. I just thought it looks kinda cool:)
     
  6. U2

    U2

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    Aug 12, 2008
    Posts:
    215
    I have been looking for a really long time for a convincing Nebula solution. If you really are going to do volumetric fog could you try and create a nebula demo? Preferably something that's multi colored or can take in multi colors on white particles via point lights.
     
  7. brianasu

    brianasu

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    Mar 9, 2010
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    That's a pretty cool idea, something I never thought of using volumetric fog for. You could possible just create random patches of volumetric fog with 3D noise. Probably something like perlin noise would have to be applied or a 3D texture would have to be used to give the fog random density. Unfortunately Unity3D doesn't support 3d textures now but the noise might be possible. This would probably require shader 3.0 which I was trying to avoid.

    The fog getting effected by lights might also be possible. I haven't tried that out either. I was thinking more on the lines of small patches of ground fog. Something more like metro 2033. Nothing like a nebula but I'll see what I can do. Thanks for the idea.
     
  8. brianasu

    brianasu

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    Last edited: Oct 11, 2011
  9. kurylo3d

    kurylo3d

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    Nov 7, 2009
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    how well does it perform on a mobile platform? for example tegra 2 tablet or tegra 3 tablet
     
  10. brianasu

    brianasu

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    Right now it's only pc/mac. I haven't ported over to opengl es. Should work theoretically minus shadows but hasn't been tested yet.
     
  11. I am da bawss

    I am da bawss

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    Jun 2, 2011
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    2,578
    Looks good! Added to bookmark.
     
  12. S0ULART

    S0ULART

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    Jun 14, 2011
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    128
  13. Games-Foundry

    Games-Foundry

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  14. Games-Foundry

    Games-Foundry

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    May 19, 2011
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    Any response to my post above? I feel justified in requesting a refund from the asset store.
     
  15. brianasu

    brianasu

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    Mar 9, 2010
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    Sorry if this is not relevant anymore. I haven't been checking this post for support qeustions. I also pm'd you.
     
  16. nuverian

    nuverian

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    Oct 3, 2011
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    1,855
    Does this work with 4.0 and DX11? I suppose not, but I had to ask :)
     
  17. bosserelle-sylvain

    bosserelle-sylvain

    Joined:
    Sep 25, 2013
    Posts:
    5
    Hello

    How can we simultaneously displaying volumetric light?
    Is it possible to display 80 lights?

    thank you
     
  18. MoHoe

    MoHoe

    Joined:
    Nov 5, 2012
    Posts:
    567
    are you still developing this product?

    I'm interested, but your lack of correspondence on this forum is a big negative though, are you going to change that?
     
  19. brianasu

    brianasu

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    Mar 9, 2010
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    364
    Sorry I don't check back on this old thread anymore. You can contact me via email brianvlights@gmail.com. Yes I am doing regular updates. I reply as fast as I can.

    For anyone else who wants to contact me please do via brianvlights@gmail.com or PM thanks.
     
  20. mm_ASH

    mm_ASH

    Joined:
    Nov 15, 2013
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    167
    Very nice effect, like it. But when I am trying to do light which goes not from top to bottom as in all demos but in opposite (I need to make light cone from ground to sky) I am getting kind of flickering of light cone direction when camera moves. Is that bug or I am just doing something wrong?
     
  21. brianasu

    brianasu

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    Can you send me some screen shots. You can contact me at brianvlights@gmail.com I can take a closer look.
     
  22. mm_ASH

    mm_ASH

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    sure, will make a video ;)
     
  23. mm_ASH

    mm_ASH

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    Here you can see how it flips direction all time
    When I apply VLIghtInterleavedSampling to camera everything looks correct without this bug
     
  24. brianasu

    brianasu

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    Mar 9, 2010
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    Thanks mm_ASH. I'll take a look at that. What version of Unity are you using and also what platform are you on?
     
  25. mm_ASH

    mm_ASH

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    Nov 15, 2013
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    Unilty 5.2.2p4
    platform PC standalone <DX9>
    Seems on DX11 everything is fine
     
  26. brianasu

    brianasu

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    Thanks mm_ASH I'll take a look at it tonight.
     
  27. olavrv

    olavrv

    Joined:
    May 26, 2015
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    183
    Just purchased this asset, to use it in a ship simulator for search lights. With longer range than a few meters, the result look really bad.

    Also the values for cone angle, lenght etc. should be linked up, so that you do not have to adjust both the lightsource and the volume visualization separately.

    If you compare this asset to other assets in the same price range (USD 50), the cost/benefit ratio is very bad.
     
  28. brianasu

    brianasu

    Joined:
    Mar 9, 2010
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    364
    Sorry it did not fit your needs olavrv. I'm open to suggestsions on improving the asset. You can contact me directly at brianvlights@gmail.com for support and I can provide a refund also.

    Have you tried using the interleaved sampling or increasing the number of slices on the light?

    Thank you
     
    Last edited: Apr 2, 2016