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TENKOKU - Dynamic Sky / Re: Aurora + legacy clouds not working
« Last post by Fatalis on August 12, 2017, 04:29:03 PM »
Yes the object is being properly enabled when the setting is on. I only have the dxAuroraSphere and no AuroraPlane. I don't have any warning or errors in the console either.
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TENKOKU - Dynamic Sky / Re: Aurora + legacy clouds not working
« Last post by Chingwa on August 12, 2017, 09:46:29 AM »
I'm having a hard time trying to imagine what would cause this.  Can you confirm that the correct Aurora object is being displayed?  If you look under Tenkoku-->SkySphere-->Effects the 'fxAuroraSphere' object should be enabled when you are displaying the aurora.  If you have any other Aurora objects (AuroraPlane for example) than that is leftover from old Tenkoku installs and should be deleted.

I don't suppose you get any warnings or errors in your console?
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SUIMONO 2.0 - Interactive Water System / Re: Ultimate Survival & Suimono
« Last post by Chingwa on August 11, 2017, 11:21:55 AM »
It seems like this would be a layer-related issue of some kind.  Perhaps the First-Person camera is rendering more game layers than it should?  In other systems I've seen, the weapon camera only renders a specific 'weapon' layer.  I'm not sure how it works in Ultimate Survival, but I assume it's similar?

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SUIMONO 2.0 - Interactive Water System / Re: Ultimate Survival & Suimono
« Last post by gl0ckage on August 10, 2017, 01:40:27 PM »
Hi gl0ckage,
I'm not familiar with Ultimate Survival, but typically when using multiple cameras you'll want to go to the Suimono module Transparency settings section and remove the First Person/Weapon camera layer from the Transparency layers list.

Also when using multiple cameras it's usually recommended to set the higher camera (usually the weapon camera) to 'Forward' Rendering mode, as Unity has chronic problems when combining multiple Deferred cameras in one scene.

Let me know if this helps or if you still see issues.


Nope sorry this is not working.

Still has the issues. Ill look for an alternative option :S
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SUIMONO 2.0 - Interactive Water System / Re: Ultimate Survival & Suimono
« Last post by gl0ckage on August 10, 2017, 12:40:59 PM »
That was a quick response! Giving it a go now. Just finishing rest of my landscape.
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SUIMONO 2.0 - Interactive Water System / Re: Ultimate Survival & Suimono
« Last post by Chingwa on August 10, 2017, 11:23:15 AM »
Hi gl0ckage,
I'm not familiar with Ultimate Survival, but typically when using multiple cameras you'll want to go to the Suimono module Transparency settings section and remove the First Person/Weapon camera layer from the Transparency layers list.

Also when using multiple cameras it's usually recommended to set the higher camera (usually the weapon camera) to 'Forward' Rendering mode, as Unity has chronic problems when combining multiple Deferred cameras in one scene.

Let me know if this helps or if you still see issues.
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SUIMONO 2.0 - Interactive Water System / Ultimate Survival & Suimono
« Last post by gl0ckage on August 10, 2017, 09:31:20 AM »
Hey all,

Decided on Suimono for my beach island needs. However im using ultimate survival and on putting the camera into suimono module it duplicates the camera.

You can only see the water if you use World Camera from ultimate survival and not the FP camera.

When close to the water it also causes a line like shown in the picture.



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TENKOKU - Dynamic Sky / Re: Aurora + legacy clouds not working
« Last post by Fatalis on August 09, 2017, 04:27:44 PM »
This is how it looks on my end. Clouds look normal when aurora setting off. When the setting is on all the clouds disappear and the aurora is not displayed properly. It kinda makes the sky turn colors in a big blob in the center.
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TENKOKU - Dynamic Sky / Re: Problem on Arch Linux w/ Unity 2017
« Last post by Chingwa on August 07, 2017, 07:55:30 AM »
I had adapted the temporal aliasing from elsewhere and incorporated it before realizing that Mac (and apparently Linux) had issues with it.  I haven't found an alternative that looks as good as this one, so I'll have to dig through all the code and see if I can determine why this is a problem... Hopefully I can figure it out.

In the meantime you can try using the Temporal aliasing included with Unity's Post Processing effects stack, though in my experience it doesn't look as good for blending the sky and clouds.
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TENKOKU - Dynamic Sky / Re: Does this support Vulkan Rendering API
« Last post by Chingwa on August 07, 2017, 07:52:55 AM »
This might be a similar issue with Temporal Aliasing, as talked about here:
http://tanukidigital.com/forum/index.php?topic=1025.msg4004#msg4004

Try disabling it and let me know how that works for you.  The temporal functions seems very picky about rendering, and currently any non-dx renderers seem to break it (Mac, Linux, Vulkan?)

In general though, I have not heard of any issues with Tenkoku in Vulkan... though I have not looked at it in depth on my end.
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