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Messages - Chingwa

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1
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.

2
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...?

3
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.

4
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?

5
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.

6
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?

7
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.

8

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.


9
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.

10
SUIMONO 2.0 - Interactive Water System / Re: Playmaker Actions
« on: July 31, 2018, 06:48:28 PM »
Hi Blackant,
I'm not personally aware of any playmaker actions, so feel free to jump in!

11
Hello All,

I'm happy to announce that Tenkoku version 1.1.9 is now ready for download...

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

Also available on the Asset Store here:
https://assetstore.unity.com/packages/tools/particles-effects/tenkoku-dynamic-sky-34435

This is a small maintenance update with some bug fixes and color fixes, particularly for those using Unity 2018.2.  For those wondering about the long development between what may seem like small update releases this is due to most of my Tenkoku dev time being put into a forthcoming 2.0 version, to hopefully be released later this year.  While I don't have full details about what will be new/improved in 2.0 quite yet, I can say that there will be better performance, more thorough customization options, improved weather automation including the conspicuously missing 'advanced weather' system (as well as a real-world weather option).  I should have more info about this once it gets closer to release.

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
-------------------------------------------------------------
(July 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 Tenkoku 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 Tenkoku to support them.


-------------------------------
RELEASE NOTES - Version 1.1.9
-------------------------------
CHANGES
- Increased sun shader brightness output.
- Adjusted sound fx to react to sun altitude instead of time (more accurate day/night audio switching).

BUG FIXES
- Fixed slow ambient update when first playing a scene.
- Fixed Sky color rendering issues in Unity 2018.2+.
- Fixed cloud color rendering / saturation issues in linear high-dynamic-range projects.
- Fixed issue with editor using wrong colored UI elements (dark/pro skin vs light skin).
(Note: there is a Unity bug that breaks UI colors in Unity 2018.1, it is fixed in 2018.2)





12
SUIMONO 2.0 - Interactive Water System / Re: renaming preset error
« on: July 16, 2018, 12:06:29 PM »
Are you 100% sure the first Level0 preset is deleted?  I can only recreate this error on my end if I fail to delete the first Level0 preset before renaming the second one.  The other option you have, instead of deleting the preset and renaming a new one to the old name, is to simply press the '+' button next to the preset which will overwrite that preset's settings with the current settings.

13
I've tested this here but can't seem to recreate this mask problem.  I wonder do you have other postprocess effects on your camera?  Perhaps if so they are causing some sort of conflict in conjunction with the Suimono postprocess effect?  It also may be specific to the character shader... if it is a transparent shader perhaps something like this might occur?

14
I started checking out Editor behavior in 2018 this morning and notice a number of issues.  I don't see this specific problem that you show in your screenshot, but there are a bunch of new issues with the more recent versions of Unity that need fixing.  I will get this addressed and updated ASAP.

15
The scene editor will not match the Game editor window during play.  This is due to various water rendering being calculated from the Game scene camera perspective, so when you switch back to the editor screen you're seeing the discrepancy between the viewport camera and what has been rendered for the water in the game screen.  Things like reflection, transparency etc are all rendered this way.  This is a limitation with how the current version of Suimono was designed.

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