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Messages - Chingwa

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1
TENKOKU - Dynamic Sky / Re: Depth|ShadowMap RenderTexture warning
« on: November 14, 2018, 05:12:46 PM »
Is that the full error message?  Are their any code pointers that show where this is originating from?

2
TENKOKU - Dynamic Sky / Re: How to change the size of the sky dome?
« on: November 07, 2018, 12:53:33 PM »
Hi cosmoraph,

I don't recommend changing the size of the Tenkoku or cloudsphere objects.  This will out multipliers on how they render and will start to render outside the camera, causing clipping.  The sizes are automatically set based on your camera far distance setting.  You can increase FarDistance on your camera which might impove the situation... can you tell me what setting you're currently using?

3
Hmmm... You could use the included wave ripple effect to simulate this type of thing.  The demo character has an example setup for it using the FxObject prefab.  However this is not a 3D effect, and only gets rendered on the water surface.  There isn't currently a built-in way to do 3 dimensional wave effects like this.

4
SUIMONO 2.0 - Interactive Water System / Re: increase wave height
« on: October 26, 2018, 07:40:03 AM »
Well as long as we are talking about editing the numbers in the code then you can go as high as you want.  But of course waves will start to look unrealistic pretty quick, which is why I kept the max default at 4.0.

5
SUIMONO 2.0 - Interactive Water System / Re: Bug with Utility_Save Mesh
« on: October 25, 2018, 10:07:50 PM »
Try giving it a different name, perhaps?

6
SUIMONO 2.0 - Interactive Water System / Re: increase wave height
« on: October 23, 2018, 02:34:56 PM »
Hi landroos,

The default wave height works on the Beaufort scale which is a 0-12 range.  However you can set the waves to custom and increase the large wave height to be higher.

If you need even larger waves you should be able to edit the UI editor to allow larger numbers. Try opening the Editor/suimono_object_editor.cs file and around line 477 you'll see the following:

Code: [Select]
EditorGUI.LabelField(new Rect(rt.x+margin+10, rt.y+200, 120, 18),"Large Wave Height");
script.lgWaveHeight = EditorGUI.Slider(new Rect(rt.x+margin+165, rt.y+200, setWidth, 18),"",script.lgWaveHeight,0.0f,4.0f);

Changing the '4.0' at the end of the second line will allow you to make the max wave height larger.

Hope this helps!

7
Hi Damian.  Thanks for the heads up.  I've been away the past couple weeks and have not been able to answer here, but I will take a look at this code and your suggestion when I return this weekend.

8
TENKOKU - Dynamic Sky / Re: Tenkoku Terrain problem
« on: October 12, 2018, 08:31:50 AM »
Hi skybiner, I apologize for the delay in answering as I have been away on vacation.  I will be back this weekend and will be better able to answer you then.  However a common reason for night to be too bright is the color gradient references getting lost.  I recommend to switch the 'gradient source' in the color settings section to 'custom texture' if it isn't already...?

9
Hi DamianT,

You may also want to adjust the depth range/shore range on the shoreline object as well.  Lowering the shore range will add green into the depth generation which will define where shoreline foam will render, whereas the red channel in the shoreline generation defines where 3d shoreline waves will render.  You may try lowering both settings until you get something that suits this particular application.  On the shoreline object you can turn on the 'continuous' generate mode while playing your scene to get realtime feedback on the changes you make, though I recommend switching it back to 'at start' once you are happy with the changes to save some performance.

10
SUIMONO 2.0 - Interactive Water System / Re: Problem when I hit play
« on: September 18, 2018, 01:35:48 PM »
I'm not sure exactly what the problem is here, but it definitely seems related to your VR setup.  The current version of Suimono is not intended for VR as there are some incompatibilities when it comes to reflections and transparency, however I do know that some customers use it for VR without the troubles you are seeing in the video.

It may just be a problem in the demo scene, I would suggest try a scene/project that is intended for VR already and then try importing the Suimono module and surface in.  Unfortunately I am not very experienced with VR setups, but perhaps someone else on this board with more knowledge might chime in?

11
TENKOKU - Dynamic Sky / Re: Doesn't work sky on firetv
« on: September 18, 2018, 08:31:45 AM »
Hi Kitune,

Sorry for the delayed response, for some reason this particular thread does not load for me in my main browser(Firefox).  But seems to load just fine in Chrome... WEIRD!  Never seen any other forum threads do this.

In regards to FireTV I don't have any personal experience so cannot say 100%, however I suspect one of the issues with running on openGLES 2 might perhaps be related to the temporal aliasing feature.  You can try disabling this in the Tenkoku settings and try running on the older hardware, but I'm just guessing.

12
TENKOKU - Dynamic Sky / Re: Advance time without affecting Suimono water?
« on: September 10, 2018, 02:03:16 PM »
Tenkoku SHOULDN'T affect the water speed.... however it might affect the caustics since those will be linked to the scene light... is that what you see happening?  If that is the case you can go to the Suimono_Module advanced water settings and uncheck the 'inherit light position' setting under caustic fx.

Does this help or are you still seeing issues?

13
Hi jecastej,

So everything works fine in Editor, but fails during the build?  This certainly sounds like a bug.  I unfortunately do not have a mac available here to test, but perhaps you can locate and post the log file of your built project after attempting to play.  You can also email me the log file at konnichiwa@tanukidigital.com

This may help narrow down where the problem is.

14

Hello All,

I'm happy to announce that Suimono version 2.1.6 is now ready for download...

Download Here: http://www.tanukidigital.com/download

This is a maintenance update that fixes a number of issues.  It specifically addresses PS4 build issues, some problems with buoyancy not engaging at distance, and some cosmetic fixes for erroneous over-brightening problems.   This release has been tested and is confirmed working with both Unity 5.x, Unity 2017.4, and Unity 2018.2, however if you run into any problems while using these latest versions please let me know.

Suimono 3.0?
Suimono started life as a relatively basic interactive water system on the Asset Store way back in September 2012!  Over the years it has been under continuous development in order to offer new features and to keep pace with Unity engine changes and updates.  Suimono and Unity have both grown and improved exponentially during that time.  That being said, the system has some weak points that are difficult to address in it's current form.  Over the past year I have been researching experimental water rendering possibilities, in order to improve Suimono and address these weak points.  I am still in the development phase but am excited by this progress so far.  My main goals for this research include improved water and wave rendering, much improved performance overhead, better multi-camera and VR support, and deeper integration with modern Unity tech (SSR, Deferred Shading etc.). Timeframe is not decided, but I hope to have a more detailed information about 3.0 soon.

As always, let me know if you have problems/questions/feedback etc, either by email or on the forums!

All the best,
Justin Kellis
Tanuki Digital


-------------------------------------------------------------
A note about SRP (Scriptable Render Pipeline) in Unity 2018
-------------------------------------------------------------
(August 2018)
Many people have asked about the new SRP system in Unity 2018.  Because Unity's new HDRP and LWRP Render Pipeline is still in Preview mode, and because of the massive differences between these and the current default rendering system, I've decided to take a "wait and see approach" to when/if Suimono will support these modes.  Unfortunately the amount of work involved in upgrading to SRP is not trivial, and it's best  to wait until these systems are at least no longer in "preview mode" as Unity describes them.  Once SRP is more mature I will take another look and reconsider if I will rewrite Suimonoto support them.


-----------------------------
RELEASE NOTES - Version 2.1.6
-----------------------------
WHAT'S NEW:
- Added 'Clear Mode' option to camera tools.  Allows override of clear flag inheritance on reflection camera.

CHANGES:
- Raised default Buoyancy activation range to 5000.
- Added Mesh Collider to farplane surface prefab.  Helps prevent Buoyancy detection fail.
- Underwater camera component is no longer added if underwater rendering is turned off on module.

BUG FIXES:
- Fixed shader errors under PS4 that were preventing build completion (Lerp/Dot ambiguity).
- Fixed Depthmask2 shader over-bright error.
- Fixed object editor issue when expanding tabs.
- Fixed bug where editor was showing wrong skin color (dark/pro skin vs light skin).
- Reflection Color setting now affects underwater reflection as well.
- Adjusted Caustic lighting code so it doesn't reduce to 0 intensity.
- Removed buoyancy frustum occlusion code causing strange buoyancy errors.
- Fixed screen uv edge smearing underwater and with water droplet effects.
- Fixed Underwater surface flickering error.
- Fixed underwater transparency over-bright error.
- Fixed Reflection over-bright error.
- Darkened underwater fog color matching.


15
SUIMONO 2.0 - Interactive Water System / Re: Raycasting Waves
« on: August 10, 2018, 03:35:21 PM »
The main problem with raycasts is that Suimono wave offsets are generated on the GPU, thus the raycast is not hitting the actual waves but instead the underlying surface position.  Probably the best alternative is to send out a ray from your gun position and then sampling a series of Vector3 points along the ray using the SuimonoGetHeight() function on each point.  Once you hit the first point where the return value is under the water you would use that point as your projectile hit position.

OR if your projectile is slow enough you could just sample the current Vector3 position of the projectile (using SuimonoGetHeight) until it the first time it is underwater.

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