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Messages - Chingwa

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1
TENKOKU - Dynamic Sky / Re: Megasplat
« on: April 19, 2018, 12:37:32 PM »
I sent this via email, but for anyone else who is also using MegaSplat, you can download the integration file below.  This will control terrain features such as snow, wetness, puddles, and raindrops based on the Tenkokw weather settings.  One important thing to note is that by default snow will not accumulate unless the tenkoku temperature is below 32.  If you uncheck the 'Temperature Controls' setting on this component then snow will accumulate regardless of the tenkoku temperature setting.


INSTRUCTIONS:
// This component controls integration between Tenkoku's weather system and MegaSplat

// USAGE:
// 1. Setup Tenkoku and MegaSplat in your scene.
// 2. Drag this component onto the terrain object in your scene.

// Rain, puddles, and snow speed settings are delineated in seconds.  60 seconds = 1 minute.  If 'Use Tenkoku Time' is
// selected, then the given speed will be compressed according to Tenkoku time multiplier settings.

// When 'Temperature Controls' is checked the system will modulate the snow accumulation based on whether
// the temperature in Tenkoku is set at or below 32 degrees (f).  If the temperature is above 32 degrees
// then snow will begin to melt and snow precipitation will wet the ground like rain instead.  Also, if
// the temperature is below 32 degrees, then snow will not melt.

// When 'Melt Influences Wetness' is checked, then the terrain will apply wetness (via the RainPower setting)
// to the terrain as the snow begins to melt.  It will only do this if the snow first reaches the given melt
// threshold (see private settings below).  The wetness will then decline as normal according to rain Dry speed.





2
TENKOKU - Dynamic Sky / Re: Megasplat
« on: April 19, 2018, 10:04:14 AM »
Let me dig up my code and review it, and I'll email it to you later today  ;)

3
TENKOKU - Dynamic Sky / Re: Megasplat
« on: April 19, 2018, 09:43:15 AM »
Hi Loopdaloop,

I had started a Megasplat integration, and got a number of things working.  I had ideas for further implementation but it would have required some shader loops coded by the Megasplat dev.  He seemed interested in doing this, but I never heard an update from him.  And then I moved on and haven't really looked at it since.

If you do end up getting Megasplat then let me know and I'll send you my preliminary code at least.

Tenkoku does come with integration for CTS (Complete Terrai System), just FYI.

4
Im not sure why it would give you a black screen.  Is the whole screen black or just the water?  However I do wonder how compatible Suimono is with such a product... I think in the best case scenario it would render the water strangely because Suimono uses it's own cameras to render transparency and reflection, and I doubt these cameras would be able to match the projections from a 3D capture asset.

If there is a way to add 3d capture components to other cameras you can try adding them to the FX cameras that are generated under the module object when the scene is playing...?

5
TENKOKU - Dynamic Sky / Re: Tenkoku automatic weather
« on: March 05, 2018, 12:03:35 PM »
I addressed this same question on the Unity forum.  Please pick which place you would like to discuss this issue.

6
TENKOKU - Dynamic Sky / Re: Shader Error When Build for PS4
« on: March 04, 2018, 11:54:21 AM »
Hi Viskem,
I just emailed you a patch that I think will fix these issues.  Try it out and let me know!

7
For additional sounds I would recommend checking out https://freesound.org/

The above water sound included with Suimono is a global sound, and not very appropriate for many scenes.  I usually recommend that people turn off the above water sound, and then place normal Unity AudioSource objects around their scene using their own preferred sound fx.

For flooding interior I would write some code to access the Suimono_Surface transform, and gradually increase the y-position higher and higher.  It sounds like this is what you're doing?  Make sure you are raising the main object and not any of the sub-objects.

For buoyancy you'll probably want to go to the rigidbody settings and increase the 'drag' and 'angular drag' settings until you get more stable float behavior.  since the suimono buoyancy objects are applying force to the rigidbody, the default drag settings are probably too lenient.

If they are rotating end over end, and the drag settings don't help this, then you can add additional buoyancy objects to counteract this a bit... for example a sheet of paper you may want to have a buoyancyobject placed at each corner, which should prevent this type of tumbling effect from happening.

8
TENKOKU - Dynamic Sky / Re: Shader Error When Build for PS4
« on: March 01, 2018, 10:51:37 AM »
Thanks for the specific error description.  Is this the only 2 shader errors that you see?  I will take a look!

9
TENKOKU - Dynamic Sky / Re: Shader Error When Build for PS4
« on: February 28, 2018, 11:04:28 PM »
Hi Viskem,
I never heard much back about these errors and so was not able to confirm whether they fixed the problem or not.  I rolled what I did into one of the recent updates last year so apparently this did not fix all of the problems.  Are you seeing the same exact errors as listed above?  If you see anything different then let me know or post a screenshot.  I will take another look at this.

10
SUIMONO 2.0 - Interactive Water System / Re: Pooling audio effects
« on: February 16, 2018, 11:50:37 AM »
In what circumstances would you want this callback to fire...? 

11
SUIMONO 2.0 - Interactive Water System / Re: Flickering water
« on: February 16, 2018, 11:45:29 AM »
Thanks Damian,
I did some tests here with the Fastest quality setting and indeed my water goes completely haywire, similar tot he first link in this thread.  Seems to be directly related to shadows being disabled during at that quality level.  The same thing happens even if I'm on the best quality level if I disable shadows on the main scene directional light.  I'm adding this to the bug list.

12
MISC. Products and Discussion / Post Verification (AntiSpam)
« on: January 26, 2018, 04:52:47 PM »
Due to increasing amount of spam and bots being posted on this forum, I have instituted a post verification process for the first few posts that a new member makes.  Posts by new members will require admin authorization before they are posted to the forum.

I apologize for the inconvenience but this should hopefully cut down on spamming, and hopefully this can be removed sometime in the future.

Thanks for your understanding!

Edit 2/14/2018...
To Further deal with spam bots, registration has been temporarily disabled.  Sorry for the inconvenience!  I will be turning registration back on in the near future.  If you would like to register manually, then send me an email at konnichiwa@tanukidigital.com and I will set you up.  In the meantime if you need help please visit the Unity forums here:

https://forum.unity.com/

13
TENKOKU - Dynamic Sky / Post Verification (AntiSpam)
« on: January 26, 2018, 04:52:28 PM »
Due to increasing amount of spam and bots being posted on this forum, I have instituted a post verification process for the first few posts that a new member makes.  Posts by new members will require admin authorization before they are posted to the forum.

I apologize for the inconvenience but this should hopefully cut down on spamming, and hopefully this can be removed sometime in the future.

Thanks for your understanding!

Edit 2/14/2018...
To Further deal with spam bots, registration has been temporarily disabled.  Sorry for the inconvenience!  I will be turning registration back on in the near future.  If you would like to register manually, then send me an email at konnichiwa@tanukidigital.com and I will set you up.  In the meantime if you need help please visit the Tenkoku thread over at the Unity forums here:

https://forum.unity.com/threads/tenkoku-dynamic-sky.318166/

14
SUIMONO 2.0 - Interactive Water System / Post Verification (AntiSpam)
« on: January 26, 2018, 04:51:58 PM »
Due to increasing amount of spam and bots being posted on this forum, I have instituted a post verification process for the first few posts that a new member makes.  Posts by new members will require admin authorization before they are posted to the forum.

I apologize for the inconvenience but this should hopefully cut down on spamming, and hopefully this can be removed sometime in the future.

Thanks for your understanding!

Edit 2/14/2018...
To Further deal with spam bots, registration has been temporarily disabled.  Sorry for the inconvenience!  I will be turning registration back on in the near future.  If you would like to register manually, then send me an email at konnichiwa@tanukidigital.com and I will set you up.  In the meantime if you need help please visit the Suimono thread over at the Unity forums here:

https://forum.unity.com/threads/suimono-2-0-interactive-water-system.289311/

15
SUIMONO 2.0 - Interactive Water System / Re: Flickering water
« on: January 20, 2018, 07:13:00 PM »
dx11 shouldn't matter, actually it's preferred.  The flickering could be due possibly to camera tracking getting confused.  MAke sure only the main/top camera has the 'MainCamera' tag, and that all the others are marked as 'untagged'.  Then also make sure 'auto' is selected in the camera mode on the Suimono Module...?

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