Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Chingwa

Pages: 1 [2] 3 4 ... 114
16
Yes Tenkoku is supported up tht ecurrent official Unity release, so Unity 2019 is not an issue.  Skyboxes will usually give you a better visual, particularly for cloud rendering, since they are produced with photographic methods from realworld skies, but they have the disadvantage of being completely static so there are tradeoffs in either direction.  If you need a dynamic system then skyboxes are not usually an option.

17
I'm not familiar with how Daz does their character eye setups, but assuming the eyes are a separate object that is attached to an animation bone, then it's trivial to replace the Daz eye objects with EyeAdvanced prefabs once the character is brought into Unity.  Defult settings should give you a pretty good start as far as eye rendering is concerned but you can tweak the material settings from there.  EyeAdvanced works all the way up to the latest Unity versions so Unity 2019 should not be a problem.

18
You can use the animations located in the demo folder for your own characters if you like.  However, I don't include a specific swimming controller though.  The controller included in the demo is not written to be used only part way as it was created specifically for that demos cene.  However you can lift it off the demo scene if you like, or you can use the code as an example to check water levels in your own scene in order to set when swimming animations should be played.

19
Hi Azharal,
try turning off the automatic layer in the suimono config section, and then go to your Unity physics layers settings and make sure your character layer is set to interact with ground.

20
SUIMONO 2.0 - Interactive Water System / Re: Surface moves when I hit play
« on: November 09, 2020, 09:19:09 AM »
Hi Akent,

It's possible the internal surface objects moved or scaled as you were placing the water surface...?  Take a look at the 3 objects under your Suimono_Surface object, and make sure their position is set to 0,0,0... Also make sure the 'Surface Type' setting is set to "3d waves" to prevent any possible auto-positioning from the infinite ocean setting?

21
You should be able to uncheck the "Set Automatic Layers" option in the Module config settings.  This automatically sets suimono surfaces to the correct game layer, but also handles the physics layer matrix to remove water from interaction with other layers.  It sounds like this was somehow selecting the wrong layer in the physics matrix.  Uncheck this option and then you can setup your physics layer matrix manually.

22
Are there any errors showing up in the Unity console when you click on the arrow?  What version of Unity are you using?

In some cases there are operational errors when importing a version of Suimono downloaded for one Unity version into a higher version.  If you have upgraded Unity to 2019.3 or higher and are using Suimono downloaded from a previous version then you may need to download Suimono again for your current version.  This isn't due to differences in Suimono code, but how Unity handles prefabs in later versions which has broken some things from old versions.

A possible alternative to re-downloading is to try resetting the prefabs.  Open up the demo scene, and then drag the suimono module from the scene into the project prefabs folder which should create a new prefab.  Do the same for the surface prefab.  Then try using these newly created prefabs in your Unity scene instead of the originals.

23
Hi vaki26, The easiest way would simply be to enable/disable the relevant SUIMONO_Surface game object in your scene whenever you enter the cave/dungeon.  Is that not working for you?  To save performance when you don't need water rendering it's best to also disable the Suimono Module game object as well.


24
MISC. Products and Discussion / Re: Eye Advanced v1.1 HDRP
« on: August 19, 2020, 06:31:47 PM »
Hmmm... the shader seems to render correctly in the preview.  Are you perhaps trying to use the shader/material this on a eyeball custom mesh?  It seems to me from your picture that the UVs simply might be positioned in an unexpected way.  In most cases I recommend people use the included LOD0 prefab (from the prefabs folder) which is already setup on a mesh with correct UVs.

25
MISC. Products and Discussion / Re: Eye Advanced v1.1 HDRP
« on: August 10, 2020, 03:38:55 PM »
Hi gambitmonkey,
So it's not the pink error color, but a brown/red?  Is it possible to post a screenshot of what you're seeing?

26
Hmmm... the red should perhaps be expanded to an area of double the yellow area in order to show initial waves?

27
Hi Cloudy,

It should be the "Shoreline Height" slider that controls the height of the waves as they get close to the terrain... 1 should reduce the waves completely, while 0 should not adjust them at all.  Also make sure on your shoreline object that you adjust the "Shore Range(G)" setting so that you can see some green/yellow in the shoreline area... this defines the shoreline blend area, whereas the "Septh Range(R)" slider defines the overall wave generation area.  Should start yellow close to the shoreline, then blend to red as you go out to the ocean where it fades completely to black.

28
MISC. Products and Discussion / Re: Eye moisture
« on: July 18, 2020, 12:09:21 PM »
Hi gage_wolf,

Unfortunately no, those highlights were part of the demo model I used which are not included with the Eye prefabs/shader (I did not personally create the figure model, so thus can't distribute it).
The eye "moisture" effect is usually very specific to the face model being rendered, and not the eyeball object.  This is usually achieved using a 3d mesh wrapped around the inner edge of the eye slot, which then uses a transparent shader with a high specular in order to catch the light.  Alternatively, for a simpler solution, you could possibly edit the face texture of your character to have a high specular just around the edge of the eye slot in order to acheive a similar effect.

29
Eye Advanced version 1.1 is now available, with full HDRP and URP support :)
http://tanukidigital.com/forum/index.php?topic=2752.0

30


Hello All,

I'm happy to announce that Eye Advanced version 1.1.0 is now ready for download...

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

This update adds support for both the HDRP and URP render pipelines.  This was a much requested feature, and has been a long time in coming.  I hope it helps to make your SRP transitions a bit easier.  To enable SRP support make sure to import EyeAdvanced into your existing HDRP or URP project, then double-click on the relevant .unitypackage file from the newly added "_SRP" folder.  This will import and update all shaders / textures / materials as necessary for that pipeline.

In addition to adding SRP support,here was a small fix for the overall brightness setting behavior, and I removed the old Unity 4.0 shaders from the package since they are over 5 years old and outdated by today's Unity standards.

Version 1.1.0 is also now available on the Asset Store.

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


------------------------------------------
RELEASE NOTES - Version 1.1.0
------------------------------------------
- Added HDRP Support (see _SRP folder for details).
- Added URP Support (see _SRP folder for details).
- Fixed Overall Brightness setting so that it now applies properly to albedo again.
- Removed Unity 4.x version of shaders from package

Pages: 1 [2] 3 4 ... 114