Search Unity

Rainscapes: Coming Soon!

Discussion in 'Assets and Asset Store' started by ScienceFiction, Feb 19, 2011.

  1. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393


    Rainscape is a soothing rain storm effect pack, that can be easily imported and integrated into existing 3D Unity projects.

    Grab your umbrella:
    Webplayer

    Hold + or - keys control rain intensity.



    Available at the Unity Asset Store.
    http://u3d.as/content/ashnfara/rainscape-1-0/1Aj

    Features include:
    Indie and Pro support!
    Rain Puddle Ripples (from water to mud).
    Rain Splashes.
    Running Water.
    Occlusion of Rain by Shelter.
    Accumulation of Rain in Containers.
    Intensity Control Script (summer-shower to tropical storm).
    Scalable Effect Resolution (webplayer to 1080HD)
    Six HD Textures.

    Pro Only:
    Refractive Effects.
    Fullscreen Drip/Streak Effects.

    Coming Soon:
    Integrated Terrain Support.
    iOS and Android compatibility.
    Wind Direction Spray.
     
    Last edited: Jun 26, 2011
  2. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,054
    looks pretty cool. Have you done your maps with genetica ? How much do you expect from this feature ?
     
  3. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Good eye rosor, I am using Genetica for some of the textures. I'm not sure on a price yet, but I will let you know.
     
  4. DisTrash

    DisTrash

    Joined:
    Feb 2, 2009
    Posts:
    166
    Hello,

    I absolutly like this rain effect.

    Wait to buy it.


    Thanks a lot !

    Best Regards.
    ;) ;) ;)
     
  5. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Merci DisTrash, ce que d'autres fonctionnalités que vous voulez?
     
  6. Gaspedal

    Gaspedal

    Joined:
    Mar 29, 2009
    Posts:
    376
    looks great! congratulations!
     
  7. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Added 2 new features, for Indie and Pro respectively-

    Rain Streaks (for slanted surfaces)
    FullScreen Streak/Drip Effect (when looking up, Pro only)

    Check the updated webplayer:
    http://dl.dropbox.com/u/20454603/Rain.html

    Pro WebPlayer coming soon.
     
  8. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    this is great.
    when is ti on the Asset store ?
     
  9. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    The only feature that still needs work before an official 1.0 release is the RainGlobalControl Script, which allows control of the various rain assets with a single variable:
    0 = Off
    1 = Light Rain
    2 = Heavy Rain
    3 = Tropical Storm

    Expect the release this week or next (depending on the approval process)!
     
  10. herpderpy

    herpderpy

    Joined:
    Mar 9, 2010
    Posts:
    477
    Great Work! Just one thing, when moving away from the rain patch I still get the effects on the ground, do you plan to change this?
     
  11. Eva Maria

    Eva Maria

    Joined:
    Dec 21, 2010
    Posts:
    85
    this is awesome! looking forward to it!
     
  12. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    First I thought it said runescape... Then I was like "God, another noob making a MMORPG" Then I clicked on the link and I was like :O

    That looks great!!!

    One thing is the particle effect does not really look that good :(
    I would try adding like 10-20 drops on one particle sheet then using large particles... That was you can have lots of rain for a small cost.

    Other then that, nice!
     
  13. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Alex, the particle and texture effects are all separate effects, and are individually scalable. I'm working on a script that will control all of the effects at once, but i have made this resource pack in such a way that you will be able to tweak and scale each element manually, for your project's specific needs!
     
  14. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    You sir inspire me.
    I may do as you suggested because the particles are taking alot of FPS, but i think it would detract from some of the realism.
     
    Last edited: Feb 21, 2011
  15. galent

    galent

    Joined:
    Jan 7, 2008
    Posts:
    1,078
    Very nice!

    I look forward to seeing it in the store :)

    Cheers,

    Galen
     
  16. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    Yes, It might... Also another thing to take into account is that you don't usually see the rain drops... Unless its a really heavy storm.
     
  17. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Thanks for your tips 3dDude, your fire and cloud packs are very crisp and well designed, so your advice is very appreciated.
     
  18. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Rain control script is done! After i do some small optimizations and documentation, i will send the package in for approval to the Asset Store, should be tomorrow.
    Thank you all for your advice, support and criticism.
    There is full product support, and I will add many new features! Requests are welcomed!

    On the horizon:
    Rain Wizard(full editor integration)
    Snow (with build up, melting rain/sleet to snow)
     
  19. 3dDude

    3dDude

    Joined:
    Jul 4, 2010
    Posts:
    1,067
    Snow sounds cool!!

    You can also use the technique with lots of dots on one texture for snow... Thats what I use :)
     
  20. Eva Maria

    Eva Maria

    Joined:
    Dec 21, 2010
    Posts:
    85
    Are you also planning making a smaller version for iOS devices? That would be great!
     
  21. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    940
    Very nice works!!!

    I will buy this when you will add snow management!
     
  22. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Eva,
    iOS is something i have considered, and i don't see why this effect wouldn't work on the iphone, but I dont have an apple dev license, so i'll need testers.

    kenshin,
    snow will be in the next version release, expect that within March!

    3dDude,
    I give in, sheets it is :)
     
  23. DisTrash

    DisTrash

    Joined:
    Feb 2, 2009
    Posts:
    166
    Hello,

    It is possible to add some impact zone rain drops on mud or differents types of ground.

    Thanks a lot !!
    ;) ;) ;) ^^
     
  24. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Distrash,
    I don't know what impact zone rain drops are, please elaborate.
    As for the mud or different surfaces, yes these are already features. To acheive mud, simply reduce the alpha level of the ripple texture, and change its tint. Also, the rain ripples are actually on seperate meshes from all of the surfaces you see, so you would simply duplicate the geometry you want to have ripples, raise its y value by some slight amount, and place the rain shader and rain animator on it, then adjust the alpha channel of the rain shader to achieve variable liquid opacity. The rain control script searches for objects tagged as rainRipple or rainParticle, so you should also tag your effects respectively.
    I believe this is the best way to implement the effect in a generic and effecient way for any project or shader.

    PS. to place ripples on a terrain, you will need to generate a mesh from your terrain, and apply the effect in the same manner you would to any other mesh. Primary prefabs are included in the package.
     
  25. DonGato

    DonGato

    Joined:
    Dec 9, 2010
    Posts:
    45
    Damn, that's sweet. Hey I can be a tester just give me the whole thing...

    Just kidding, but you should give it to me anyway :p
     
  26. Eva Maria

    Eva Maria

    Joined:
    Dec 21, 2010
    Posts:
    85
    We can test it , if you like (for iPhone), we have a iPhone 4 and 3GS and an Ipad.
    It would be really great if it would work on iOS devices!
    (if it works we pay you:), if not, we just test it ;) )
     
    Last edited: Feb 24, 2011
  27. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    1.0 is no longer alpha! I'm submitting my package to the Asset Store as we speak, and here is a new Pro featured webplayer for you all to check out. It starts with rain off, use + and - keys to control the intensity. Pro and Indie features can be mixed and matched, the effects are fully configurable, but easily packaged for noobs too.
    http://dl.dropbox.com/u/20454603/RainDemoPro/WebPlayer.html

    @ Eva, that works for me, I'll get back to you once my price and everything have been approved on the Asset Store.
     
  28. 2dfxman1

    2dfxman1

    Joined:
    Oct 6, 2010
    Posts:
    1,065
    The way rain hits angular surfaces looks strange.
    That's the only thing I don't like it.

    How much will this cost?
     
  29. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    can you please be more specific 2d?
     
  30. 2dfxman1

    2dfxman1

    Joined:
    Oct 6, 2010
    Posts:
    1,065
    On angular textures I can see:

    1. Water flowing down, which is ok
    2. Water creating a round ripple, which is not happening on angular surfaces in real life, atleast I haven't noticed such effect. Since the surface is angular and water flows all the time, it has not enough to actually create a ripple like in rainscape.
    Not very realistic
     
  31. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Those aren't meant to be ripples, but instead water channels, since water moves in curved lines down most angled surfaces, i will improve the texture in a point release! Thank you very much for your detailed suggestion 2dfxman1!
     
    Last edited: Feb 25, 2011
  32. duke

    duke

    Joined:
    Jan 10, 2007
    Posts:
    763
    Love it! Maybe you could contact sixtimesnothing and support/plugin to his sky/weather system so that this could be driven by it.
     
  33. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    The effect is cotrolled by a single variable duke, so this effect would be fairly easy to integrate with anyother package.
     
  34. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Rainscape is live on the asset store!
     
  35. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Bump!
    Got a question for you all. Rainscape has been on the Asset Store for more than a week now, and it appears that I haven't sold a single copy.
    My best guess is that this is because of its prohibitively high price: $150. This wasn't my idea, but instead a was based on the strong suggestions of the Asset Store Management. I would like to know what you guys think would be a better price for Rainscape, so that I can make it more attractive. The Asset Store told me that i shouldn't go below $85, but I appreciate your honest opinions.
    BTW, I've added a more realistic sloped streak animation. Check out the webplayer.
     
    Last edited: Mar 5, 2011
  36. DisTrash

    DisTrash

    Joined:
    Feb 2, 2009
    Posts:
    166
    Hello,

    The price is too high (for me) it's true.

    I live in France and when it diplayed the price it was 176 Euros , so it's equal right now to 246 USD.

    So i don't know if there is a bug or a problem but for me the right price will be under 40 USD.

    But i understand that is a VAT on the price.

    I wait more to see.

    But it's a great work, just i'm an indie and had much softwares and models to buy in the past.


    Thanks a lot !!
    Best Regards.
    ;) ;) ;) ^^
     
  37. 2dfxman1

    2dfxman1

    Joined:
    Oct 6, 2010
    Posts:
    1,065
    150$ is way too high. Even 85$ I'd say is too much(just my opinion)
    If it will be 50 or less, I might buy it if I won't be able to recreate the effect myself.
    Also what lang is this? C# or js? If js, I pass.

    A bad thing is that when rain is on, shadowmaps are gone. I suppose it uses second uv channel, but still shadowmaps is not something that many people can afford to lose.
     
  38. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Thanks!
    Hmm, i don't loose the shadowmap 2dfxman, perhaps its your configuration?
    I'm looking into this shadow issue 2dfxman.
    I'll update the thread when the new price is confirmed.
     
  39. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    2dfxman, are you talking about the lightmap on the ground plane? I neglected to trurn that on, check out the webplayer. Also, the control script is in javascript.
     
  40. 2dfxman1

    2dfxman1

    Joined:
    Oct 6, 2010
    Posts:
    1,065
    You neglected them what?

    All I know is that when I press +, the rain starts and lightmaps are gone.
     
  41. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    weird. what is your GPU/CPU and OS?
     
  42. 2dfxman1

    2dfxman1

    Joined:
    Oct 6, 2010
    Posts:
    1,065
    Windows 7 Ultimate 32bit
    AMD Athlon M300 dual core @ 2GHz
    3GB DDR2 ram
    Integrated mobility radeon HD4200

    It's a notebook. If it can run udk without hiding anything(well the fps is quite low, but I see all effects), there is no excuse for this to not work.

    By UDK I mean the example level that comes. The game level, not blocky example ones.
     
  43. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Thanks for the info, I just ran this on a netbook with a gma945, far inferior to your hardware and there is no shadow map issue. I'm not sure why that is happening, I wonder if anyone else is having 2dfxman1's bug too.
     
  44. MatthewJCollins

    MatthewJCollins

    Joined:
    Dec 3, 2009
    Posts:
    372
    Runs just fine for me. Looks great btw, nice work! :)
     
  45. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Thanks dele!
     
  46. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    2D, I uploaded a new version, please let me know if the problem is fixed for you!
    Usual Link

    This fix of the webplayer should repair any ugly black shadowing that anyone else might be experiencing on ATI cards as well.
     
    Last edited: Mar 5, 2011
  47. CallToAdventure

    CallToAdventure

    Joined:
    Apr 5, 2009
    Posts:
    159
    Wonderful. I did stare at that pot for a minute or so and the water did not collect, must be a hole in it : )
    You mentioned snow build-up, would be interesting to see water collecting in open 'containers' (buckets, holes in ground etc).

    About snow again, I'd love to see something like (sorry to bring that up) Crysis frozen stuff shader. Start late in in the fall, and a light snow will gradually build-up here and there. Then your full snow thingie kicks in and it's winter ! : )

    I can dream, can't I ? : )
     
  48. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
    Dream on Lari :) those sound like excellent ideas! One of the next features will be volume increase/overflow for containers.
     
  49. ScienceFiction

    ScienceFiction

    Joined:
    May 28, 2008
    Posts:
    393
  50. Gaspedal

    Gaspedal

    Joined:
    Mar 29, 2009
    Posts:
    376
    thanks, just bought it. Great work!

    Edit: I had some problems with rain splashes. Ich have tested both version, but when I use the indy version, it rains into the rooms (mesh collider rooms) ! :) I have now modified the particles and added "world particle collider" and a script to add splashes. Now it works on all collider objects. You have used only a static Y-High for splashes in indie version ?

    I can send you the modified "pro-rain falls" with "indie splashes (and new splash textures)" if you want.
     
    Last edited: Mar 8, 2011