Recent Posts

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21
Hello. I recently getting back to making games with Unity. I want to use my great Tenkoku Dynamic skies. I haven't tried it yet, but i recently updated to Unity 2020.3.5 and also I recently updated my DAZ Characters to Genesis 8. I used to use V4 and M4 before long time ago.   And to import Genesis 3 or 8 into Unity the easy way there is a free product DAZ offers which is called Unity Bridge. In my case i use DAZ To Unity Bridge and it requires that your Unity project is made as High Definition RP type.

So my question,  i don't even know what HIgh Definition RP type means. I'm just making it in that type but i'm not gonna use any fancy lights, i'm jut gonna use simple lights and the lights from Tenkoku. So will Tenkoku Dynamic Skies, latest version work in this type of Unity project of High Definition RP?     Thank you.   I was just going to do regular 3D type of Unity project but the tutorial for DAZ to unity bridge said we must make the project High Definition RP and i dont' even know what it means or what changes it will have? I'm just going to light my project simple nothting fancy so i don't even see what the difference wil be. Anyways again,  Will tenkoku work? thanks alot.

PS i update to the latest tenkou which is 1.2.2     Oh!!!
Right on the Unity page it says

Compatibility
Tenkoku is compatible with the Standard Unity rendering system.
Scriptable Render Pipeline support (HDRP / URP) is not currently available.

So does that mean, my games tenkoku won't work anymore?
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TENKOKU - Dynamic Sky / Re: modify height of clouds?
« Last post by Chingwa on April 27, 2021, 08:49:08 AM »
You can go to the Tenkoku-->SkySphere-->EFFECTS-->fxCloudSphere object and lower the y-position, which will lower the cloud projection.  However please note that the clouds are projected and will not interact with the mountaintops irregardless of what height you set.
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TENKOKU - Dynamic Sky / modify height of clouds?
« Last post by imtomgamedev on April 26, 2021, 08:07:56 AM »
Is there a way to control the height of clouds similar to the maximum fog height?  Basically, I am working with a mountainous scene and am interested in lowering the cloud height so the clouds will meet the peaks of the moutain tops.  I've tried to scale the fxCloudSphere and lower the y value of the fxCloudPlane but it does not seem to have an impact.  Help appreciated.
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TENKOKU - Dynamic Sky / Re: error need help
« Last post by Chingwa on March 29, 2021, 08:18:54 AM »
There should be more to the error than just that, it should also be giving you a component and line number?  Otherwise I have no idea where this error is occurring.
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TENKOKU - Dynamic Sky / Re: error need help
« Last post by settimo on March 28, 2021, 02:03:15 PM »
Heya..
NullReferenceException: Object reference not set to an instance of an object

Another error..
You have considered payed teamview support and configuration "payed?"

If yes, tell me about..

Thank you
26
MISC. Products and Discussion / Re: Textures for The Samurai Sword pack
« Last post by Chingwa on March 25, 2021, 08:35:11 AM »
Hi TabGames,

The texture/channel breakdown is as follows...

Diffuse texture:
rgb: color/albedo
a: alpha

Mask Texture:
r: Metallic mask
g: Smoothness (or 1-roughness)
b: "Cloth" mask (used for extra cloth fresnel calculation)
a: (not used)

Normal Texture:
rgb: normal
a: (not used)


Hope this helps!
27
MISC. Products and Discussion / Textures for The Samurai Sword pack
« Last post by TabGames on March 24, 2021, 08:20:03 PM »
Hello. I purchased The Samurai Sword pack.
My game uses toon shaders, so I'm changing the materials to a toon shader one and I'm just curious what the purpose of the mask texture is.
I can tell it has some kind of custom function, but if I at least knew what it did, I would know how to make an AO or metalic texture from it.

Thank you!
28
Hello All,

I'm happy to announce that Suimono version 2.1.11 is now ready for download.

-----------------------------------------
RELEASE NOTES - Version 2.1.11
-----------------------------------------
NEW:
- Suimono is now movable to different project folder positions.
- Added "Specular Power" setting to control specular bloom amount.  Default is 1.0, which is no extra bloom.

CHANGES:
- "Hot Specular" now works in conjunction with the "Specular Power" setting (See NEW).

BUG FIXES:
- Fixed errors when moving base Suimono path to different folder.
- Fixed bug preventing shoreline waves from rendering properly.
- Surface object layers now respect module "autolayers" setting.
- Fixed double assignment save warnings.


29
Hi Justin,

Actually, I came across an old post which appeared to exhibit the same issue and your recommendation was to create a new prefab of the DynamicSky prefab, which worked to restore the apearance/function of the configuration dropdown.

Thanks,
Tom Dean
30
TENKOKU - Dynamic Sky / Re: rain collision drops
« Last post by Chingwa on February 22, 2021, 06:55:50 PM »
Yes there are rain "splashes" which collide with most in-game objects, including terrain. These are setup using Unity's particle collision system and should be on by default.
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