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Messages - Chingwa

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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...?

Hi Majewski, No I don't have an eta yet,  I've been hinting at Suimono 3 for a while now and I apologize I don't have solid info yet, but hopefully I'll have some more news soon!

Well the sky should be setup by default to get sunny skies, as long as you set the time to be in daylight hours.  I recommend keeping the longitude setting at 0 to avoid any time confusion.  Also, unless you're trying to simulte the light at a specific location, keeping the latitude closer to 0 will give you a higher sun azimuth and thus more daylight time to work with.

When you refer to blue, it sounds like there might be a bug happening, but I'm not sure without seeing a picture.  Make sure that your scene camera is set in the tenkoku track camera slot.  Also try going to the color settings section and switch the gradient source to 'texture'.  There has been some bugs reported when the gradient source is set on 'gradient'.... but setting to 'texture' should generally fix this.

I have documentation here:

If there's something specific you're trying to do, or wondering about, then let me know and I can give you more direct info.

SUIMONO 2.0 - Interactive Water System / Re: Flickering water
« on: January 12, 2018, 02:22:46 PM »
Deferred should not be a problem... it SHOULD work perfectly fine in forward or deferred.
Is this just the demo project with no changes?  Perhaps there's a project-wide setting that is affecting this... hmmm.  Does the buouyancy demo also have similar problem?

TENKOKU - Dynamic Sky / Re: Multiple cameras rendering
« on: January 07, 2018, 09:56:31 AM »
Hmmm.  That is strange.  I did a setup here where I parented 4 extra camera to the main camera in the demo scene, then added the tenkoku sky fog effect to each one.  I'm getting the expected view out of each camera.

I wonder if there is a project setting, or something else in your scene that might exacerbate this?  You could try a test where you open the tenkoku demo scene and also add extra cameras as child objects of the main camera to see if you still get the same issues as within your project?

TENKOKU - Dynamic Sky / Re: Multiple cameras rendering
« on: January 07, 2018, 07:35:22 AM »
Hi twbd,

I've tested with 2 cameras and it mostly works ok.  The main problem I think is probably that Tenkoku only tracks positioning for 1 camera, and if the other cameras get too far distant from the main camera then you might start to lose some of the sky elements.

What are you seeing on your end in the cameras that aren't working properly?

TENKOKU - Dynamic Sky / Re: Profiles change on trigger
« on: December 29, 2017, 05:58:51 PM »
It's possible, yes, but you would need to code it yourself by making a reference to the Tenkoku object and then changing the appropriate weather variables.  You can read a bit about this starting on page 8 in the documentation...

You would need to set up an object with a collider (and possibly a rigidbody too?) to act as the trigger mechanism, and then attach a component to the object that will control which weather settings you want to change.  The below example code should get you started...

Code: [Select]
using UnityEngine;
using System.Collections;

public class TenkokuTrigger : MonoBehaviour {

//Public Variables
public Collider trackObject;
public float blendTime = 5f;
public bool resetWhenExiting = true;
[Range(0f,1f)] public float amountCirrus;
[Range(0f,1f)] public float amountCumulus;
[Range(0f,1f)] public float amountRain;

//Private Variables
private Tenkoku.Core.TenkokuModule moduleObject;
private bool hasExited = false;
private bool hasEntered = false;
private float blendVal = 0f;
private float startValCirrus = 0f;
private float startValCumulus = 0f;
private float startValRain = 0f;

void Awake () {
//Reference Tenkoku Object
moduleObject = (Tenkoku.Core.TenkokuModule) FindObjectOfType(typeof(Tenkoku.Core.TenkokuModule));

void SaveSettings(){
startValCirrus = moduleObject.weather_cloudCirrusAmt;
startValCumulus = moduleObject.weather_cloudCumulusAmt;
startValRain = moduleObject.weather_RainAmt;

void BlendSettings(){
moduleObject.weather_cloudCirrusAmt = Mathf.SmoothStep(startValCirrus, amountCirrus, blendVal);
moduleObject.weather_cloudCumulusAmt = Mathf.SmoothStep(startValCumulus, amountCumulus, blendVal);
moduleObject.weather_RainAmt = Mathf.SmoothStep(startValRain, amountRain, blendVal);

void LateUpdate(){

//Blend Values in
if (hasEntered){
if (blendVal < 1f){
blendVal += (Time.deltaTime / blendTime);
} else {
hasEntered = false;

//Blend Values out
if (hasExited && resetWhenExiting){
if (blendVal > 0f){
blendVal -= (Time.deltaTime / blendTime);
} else {
hasExited = false;

void OnTriggerEnter(Collider collideObject){

//Init Value
if (collideObject == trackObject){
if (blendVal == 0f){

void OnTriggerStay(Collider collideObject){

//Set Blend Values Flag
if (collideObject == trackObject){
hasEntered = true;
hasExited = false;

void OnTriggerExit(Collider collideObject){
if (collideObject == trackObject){
hasEntered = false;
hasExited = true;


Hi Fatalis,
I've tested this on my end (on PC) without issue.  Do you know if this was also a problem in 2017.1, or if it's still an issue in 2017.3?

Hi Mattis,

Currently, split screen with Suimono is problematic, due to the way it handles reflection and transparency.  It isn't really possible to get both cameras to look correct unfortunately.  Fixing this and having better multi-camera support (including split screen) is a goal I have for Suimono 3, which is currently in development.

Splitscreen in Tenkoku should be possible, as long as the two cameras aren't too far away from each other.  By default Tenkoku tracks one camera, and adds the relevant cameraFX components to that camera when the scene starts playing.  However, you can add the Tenkoku camera FX to both of your cameras manually, and they should then both be seeing proper sky rendering.  The main issue here is when you start to render the rain or snow effects, as these are local to the tracked camera position.  I'll be looking at better multi-camera support for Tenkoku once I settle on the final improvements to Suimono.

It looks AWESOME!  Wow, congrats on all your progress and getting to release!  :)

Thanks for the bug report Fatalis.  What version of Unity is this in?

TENKOKU - Dynamic Sky / Re: By deleting CTS Tenkoku have compile errors
« on: December 10, 2017, 11:21:45 AM »
Yes you can safely delete the Tenkoku_CTS_Weather.cs script from the SCRIPTS/ folder.  Usually it shouldn't cause issues if you don't have CTS in your project, but well... since you're seeing a problem you can just delete it.  If you ever change your mind and want it back then you can just reimport that single component.

TENKOKU - Dynamic Sky / Re: Flickering water with DynamicSKy
« on: December 09, 2017, 10:10:09 AM »
This looks like it would be related to the Reflection Probe that is included under the Tenkoku object.  And for some reason, depending on the view angle, it isn't rendering properly on the water object.

Just as a test I might suggest turning off the Tenkoku reflection probe, and adding your own probe to the scene (attached to your camera probably) just to see if this is indeed what the issue is.  Make sure to enlarge the probe enough so that will intersect with your water object.

I haven't used Ultimate Water System myself, so I don't have any direct experience here.  But the above is the first thing I would check.  Let me know if this helps or if you still have reflection trouble.

Hi Leigh,

The white outline issue can be solved as you read before, by increasing the resolution.  Though as you see, depending on your scene, this may not be acceptable due to the increased performance demand.  Another option you have is to go to the 'Foam settings' section and either reduce the 'edge foam' settings or lower the color alpha.  This should start to reduce how noticeable that line is.  Or you can turn off the 'Enable Foam' check box and it should eliminate it completely.

If you are not willing to turn off or reduce the foam settings, then you might consider going to the 'Water Surface' section and lowering the 'Refraction Amount' setting, as this might reduce how obvious these outline appears.

I also recommend keeping the transparency distance as low as possible, as this should reduce the amount of objects that need to be re-rendered for transparent effects, and should also reduce the render load on your system.

Hope this helps!


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