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[-50% OFF SALE! - Save $600✅]Sky Master ULTIMATE: Sky, Ocean, Volume Clouds-lighting, Weather, RTGI

Discussion in 'Assets and Asset Store' started by nasos_333, Nov 17, 2014.

  1. nasos_333

    nasos_333

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    Final shader based volume clouds shader tweaking in Sky Master ULTIMATE v3.4, with all features in (scattering, image based cloud shaping with adjustable image offset to emulate another layer of motion if needed or used for static shaping etc).

    The WIP now is focused on providing as many ready to use cloud presets as possible for a range of effect (from realistic to more spectacular etc), since the new possibilities are so many and tweaking them to perfection.
     
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  2. nasos_333

    nasos_333

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  3. nasos_333

    nasos_333

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    Streaming world demo WIP with InfiniGRASS v2.0 and Sky Master ULTIMATE v3.4 for evolving volume clouds, volumetric lighting and sky-atmosphere-fog shading.
     
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  4. nasos_333

    nasos_333

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    UPDATE: RTP controller for rain and snow

    I have devised an RTP controller first version for everyone interested in RTP integration. This can be updated later (and until v3.4 release) with more suggestions on features.

    https://drive.google.com/file/d/0B-QCdE1dswQBWVBUenNNVEh2bTA/view?usp=sharing

    I have included a demo scene for reference, the controller must go to the RTP terrain in order to grab its material and also needs the references to Relief controller and SkyMasterManager.

    The system will increase snow and rain gradually based on weather, SnowStorm and Rain weather will trigger the effects.

    The new v3.4 Beta is available for direct download on PM request (one patch remains with a few tweaks and additions) and i will include this RTP controller in the final patch as well.
     
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  5. nasos_333

    nasos_333

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    Volumetric lighting demo with GI Proxy, for v3.4
     
  6. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.4 Beta used along with InfiniLAND and InfiniGRASS systems (WIP for InfiniGRASS v2.0 demo).

    The new volumetric lighting system in v3.4 is used for the lighting.

    Sky Master ULTIMATE is on 34% sale for this week also and v3.4 should be submitted next week (price will return to regular after the store release).

    The Beta is available for download on Google Drive for everyone interested, on PM request (one final patch remains for store release)
     
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  7. nasos_333

    nasos_333

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    UPDATE:

    The final additions for v3.4 are now done (final patch) :


    - Tweaking of new volume clouds to look like the demo tweaked when entered from the Inspector step by step setup
    - Preset types for coloration and curves for the above purpose and variety
    - Added control of the back distance of the new volume lighting system, so distant mountains that do not receieve shadows wont look overly bright and control of this brightness so the effect can be adjusted as needed per case (also added Inspector controls)
    - Finilized Shuriken option for Volume Particle Clouds and readjusted some of the parameters auto adjustements for the new system to be perfected in looks
    - Solved and issue with new cloud shadows where the cloud camera facing system would rotate the shadow plane and create moving shadows, now i remove the shadow plane when the camera facing option is activated.
    - Optimized the Volumetric Gradient Fog (gradient is now in a more optimal spot in code)
    - Added option for new clouds to follow the player, for infinite worlds
    - Added loop option in the weather events system and refined the GUI
    - Fixed issue where the sun coloration system would bug the Auto ambient calculation and create a over bright intensity
    - Added RTP support for rain and snow weather
    - Set Water tiles colliders to disabled by default (can be enabled easilly in the inspector if needed)

    Now that these final changes are done for the final v3.4 Beta version i will work on the manual and release the system to the store probably this coming week after a final round of testing.
     
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  8. Mad_Mark

    Mad_Mark

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    @nasos_333 I have a question. How can I make the weather stay outside when I go inside one of my glass buildings? I still want to see the rain outside, but not inside. Any ideas?

    Mark
     
  9. nasos_333

    nasos_333

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    Hi Mark,

    The rain can be setup to hit on colliders (Shuriken options), so wont come in the house if there is a roof with collider, but you could also trigger a stay by changing the "Mid_rain_local" and "Heavy_rain_local" checkboxes in SkyMasterManager, this will make the rain not parent to the player at game start and stay where it is so can be scripted to follow or not the player per case and gameplay situation. You can also get the rain reference from SkyMasterManager ("Refract_rain_heavy" variable in SkyMasterManager) to move it (or not) and move it centrally to your building to cover all windows etc

    This will require some extra scripting since the behavior needed can be different in various gameplay sitations and the way the system may know a house is entered.
     
  10. nasos_333

    nasos_333

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    A few final tweaks for the final v3.4 release:

    - Added option to define back Volumetric light distance (depth) and also control the intensity beyond this distance (so distant mountains even if not receieve shadows can look darker and still get shafts on top) (AtmpshericScatteringOcclusinSM34.shader and AtmpshericScatteringSkyMaster.cs scripts)
    - Added volcano effect in Special FX section
    - Added last volume shader cloud type and handling (type SideC)
    - Menus are now by default open when entering the Configurator
    - Added extended shader cloud coverage (up to 1.1 than 0.1 max)
    - Added speed of shader clouds based on windzone and also an offet to fine tune over this base effect
    - Added wind speed and follow in L2 shader clouds
    - When gradient coloration if turned off, new svolume hader clouds did not get shadow difference right (fixed, color timer form skymanager is now always calculated so can be accessed properly)
    - Added tweaks to non gradient system coloration for clouds (using the pre v3.4 lerp system)
    - Added extra help in Inspector (for foliage shaders, water and when options are not yet available)
    - Added Awake instead of Start() in GlobalFog for gradient definition initialization
    - Fixed warnings for particle.color and .size in VolumeCloudSM script
    - Added three Shuriken Volume Cloud samples (fast color change and vertical shaping, both camera roll stabilized) and final coloration tweaks
     
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  11. nasos_333

    nasos_333

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    Volume lit volcano and smoke (new in v3.4 Special FX section)




    And a final addition i forgot to mention:

    - Added underwater fog density variable and Inspector color and density controls, for better underwater feeling adjustment

    Now i am refining the demo scenes a bit and doing the final manual version to cover the latest additions and i will upload the final v3.4 to Google Drive hopefully tomorrow for direct download.
     
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  12. nasos_333

    nasos_333

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    Some tips on volume particle cloud features and setting up sky presets in v3.3 (in the coming v3.4 a gradient system is also used as extra option, to directly define sky colors in the configurator)

    Also in v3.4 the Particle Volume Clouds are using Shuriken as well as option (current ones use Legacy particles).

    Freefall mode





    Volumetric clouds shaping for specifying cloud formations at will with a simple boxes system. Define the boxes (perhaps disable mesh renderer and keep only colliders as preview), parent them to a single holder and place the holder in the boxes variable in the VolumeCloudsSM script. The system will create clouds using the box centers as shown in the pics above.

    And a few tips on volume particle cloud placement and setup:
    https://forum.unity3d.com/threads/o...r-fx-ocean-mobile.277618/page-12#post-2479337



    Small image based guide on how to setup a new sky rendering preset in code.

    The procedure is to copy one of the existing presets (e.g. the code in "if (Preset ==11){" section) and change the parameters ("F exposure" to "Tint color"), plus give a new number to the preset (e.g. 12 instead of ==11). To see which parameters much be used, disable the automatic day cycle in SkyMasterManager and play with the sky rendering parameters group to get the desired effect in play mode, then use these parameters in the correct time of day section.

    The sample shows how to change night time coloration for blue nights. After defined in code, the preset can be enabled by changing the Preset variable in the SkyMasterManager script to the specific new number.

    The bottom left pics show more possibilities using the volumetric fog control, for extra coloration on the sky. The pics to the right show a few of the settings to get the blue sky result at night in various flavors.

    In the coming v3.4 a gradient system is also used as extra option, to directly define sky colors in the configurator. Sky Master ULTIMATE v3.4 will be available today or tomorrow in Google Drive download for all current users and will also be on the store soon.
     
  13. nasos_333

    nasos_333

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    A few extra additions for v3.4 that came up while refining the demo scenes and getting a few extra user requests.

    - Added underwater Volume fog density variable and Inspector density control, for separating the volumetric fog density when underwater for easy customization. This is enabled when the new Curve based Volume Fog control system is activated (controls the offset of the curves that define the per time of day fogging)
    - Added fog in water shader, so Unity fog does not have to be used to fog the water (this helps when Unity fog needs to be less than the needed to fog water for the rest of the scene items). This is integrated to the system as well and works with the new Gradient based sky system (and previous non gradient based one), plus extra options are added in the inspector for easy setup (underwater color, under and over water for start distance from camera, density etc)
    - Decoupled the reflection auto adjustment from the system when underwater and using Gradient sky auto adjustments overwater, as it created undesired effect.

    I have also added a very detailed section in the manual on how to customize the new shader based volume clouds with images that show the settings to be used to get various effects.
     
    Last edited: Oct 13, 2016
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  14. nasos_333

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    A sample of the cases covered for the new in v3.4 Volume Shader Clouds customization section in the manual, by adjusting cloud layer groups, heights and various shading properties.
     
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  15. tcz8

    tcz8

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    I have been thinking about getting this asset for a while but I have questions: 1) can we change the way the waves look? I am not very fond of how they are right now, Its too repetitive and the animation isn't really what I am looking for. I need something that looks more like a real ocean and can simulate really bad weather at sea. 2) The reflection's tiling is really apparent once we are looking at the water from higher grounds, do you provide any means to adjust this beside the regular tiling options? 3) In your demos there appears to be some dithering? pattern in the water reflections, can this be turned off?

    Thank you.
     
  16. nasos_333

    nasos_333

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    Hi,

    The waves can have 4 extra wave patterns added on top of the default which leads to a much more variant look, though this has to be manually adjusted by the user (in the water script)

    The FFT wave option is in the works and the base is already working and needs refinement, this will come in v3.5 or v3.6 of the system for the most variant version of waves, plus a new shader version for the FFT case

    The reflection script is adjustable and there is a downscale factor that can adjust the quality easilly (defaults at 0.5). I am not sure about the tiling, the reflection is reflecting the sky etc and would not tile, perhaps the bump mapping creates this tiling effect under the relfection (on water itself) that can be broken by adjusting the waves for example. The reflection itself will present what the reflection camera sees.

    I will post some pics of the above too soon
     
  17. tcz8

    tcz8

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    Thank you for the info. Please post the new pics before taking down the rebate ;)

    If you have any pics of what the FFT wave may look like I would love to see that too.
     
  18. nasos_333

    nasos_333

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    http://i.imgur.com/rDrBiMo.jpg
    http://i.imgur.com/nqaqyEF.jpg
    http://i.imgur.com/bQFjrEo.png
    http://i.imgur.com/PFpfu9g.jpg
    http://i.imgur.com/dxYeWH4.jpg
    http://i.imgur.com/2XAAaZz.jpg
    http://i.imgur.com/otDW3M0.jpg
    http://i.imgur.com/mnPulOO.jpg
    http://i.imgur.com/CQSBOdN.jpg
    http://i.imgur.com/Q2qGl4G.jpg
    http://i.imgur.com/fQ2C7nz.jpg
    http://i.imgur.com/45nCCQP.jpg
    http://i.imgur.com/BjJ1TyH.jpg
    http://i.imgur.com/VXc5Vb1.jpg
    http://i.imgur.com/RXVm8GR.jpg
    http://i.imgur.com/tj1CeYx.jpg
    http://i.imgur.com/11kz9Kd.jpg
    http://i.imgur.com/3kpuA7W.jpg
    http://i.imgur.com/nLG7WZa.jpg
    http://i.imgur.com/yX9hpfm.jpg
    http://i.imgur.com/F8ORdoa.jpg
    http://i.imgur.com/uE8nZNG.jpg
    http://i.imgur.com/92u0h7E.jpg
    http://i.imgur.com/6629gHj.jpg
    http://i.imgur.com/WbqApHq.jpg
    http://i.imgur.com/D5fZEN1.jpg
    http://i.imgur.com/oleVgAt.jpg
    http://i.imgur.com/Gy2MhmW.jpg

    Here is the FFT option for later versions, this is also a bit earlier than the current version

    FFT option


    I will post a few pics of the possibilities with current water too and will create some with the extra waves and options as well (plus the new in v3.4 fogging of water) and the new underwater fog using the new in v3.4 volumetric lighting and shadowing.

    EDIT: Also added a few of the current water pics above and will post more of the v3.4 version soon
     
    Last edited: Oct 14, 2016
  19. nasos_333

    nasos_333

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    Last edited: Oct 16, 2016
  20. nasos_333

    nasos_333

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    UPDATE:

    A few final tweaks have gone in the v3.4 while making the manuals and now everything is ready (both the setup guide and complete script reference manuals for v3.4) so i will be testing a bit more and the system will be ready to download in Google drive links soon.

    The final demo will also be posted tomorrow. The v3.4 WIP demo is linked below (this is the WIP v3.4 version, there is a lot more as well in final version, like water fogging, underwater with the new volume lighting and much more tweaking gone in the last 3 months): https://dl.dropboxusercontent.com/u/79230236/Sky Master/SKY MASTER 3/ATOLL v3.4 DEMO.html
     
  21. nasos_333

    nasos_333

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    An extra control has been added for v3.4, the caustics projector max height, so caustics wont be projected over water.

    Also i refined and added a lot more options to the demo, to showcase various aspects of the new gradient coloration controls and various water, sky and cloud modes.

    The demo will be released tomorrow along with the new GI Proxy with volumetric lighting demo.
     
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  22. nasos_333

    nasos_333

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  23. nasos_333

    nasos_333

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    InfiniLAND (real time GPU land generation & erosion) with Sky Master ULTIMATE v3.4 Volumetric Lighting (and InfiniGRASS for foliage)



    A windows standalone version of the v3.4 Atoll demo, for the case the Webplayer is not working correct on some platforms or browsers

    Sky Master ULTIMATE v3.4 Atoll demo:
    https://drive.google.com/file/d/0B-QCdE1dswQBOXlNS1lkWUxLNE0/view?usp=sharing
     
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  24. nasos_333

    nasos_333

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    A few more pics i took while making the icons for the new pack, any feedback on the possible icons above would be appreciated since it is hard to choose :) (i am still not sure whether i should have a new icon as well, or keep the current one)
     
    Last edited: Oct 26, 2016
  25. nasos_333

    nasos_333

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    Videos from use of Sky Master ULTIMATE v3.4 with InfiniGRASS v2.0




    Sky Master ULTIMATE v3.4 (Major release) has been submitted to the Unity Asset Store and pending review.


    The lower price will remain until the asset passes review this week or early the next, so make sure to get while the discount lasts.

    Sky Master ULTIMATE v3.4 final demos:

    Webplayer Atoll demo: https://dl.dropboxusercontent.com/u/79230236/Sky Master/SKY MASTER 3/SM34/ATOLL v3.4.3 DEMO.html

    Windows Standalone Atoll demo: https://drive.google.com/file/d/0B-QCdE1dswQBQlBCdWZhNVVmUUk/view?usp=sharing

    Webplayer GI Proxy Demo: https://dl.dropboxusercontent.com/u/79230236/Sky Master/SKY MASTER 3/SM34/GI PROXY v3.4.3 DEMO.html
     
  26. Knightmore

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    Do you maybe have already a change log for us to raise the anticipation? ;)
     
  27. nasos_333

    nasos_333

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    Hi,
    I am now working for the features-changes log and the v3.4 tutorial of new features, these will take a bit due to having added and enhanced so much for this release, i am gathering all data now from my logs and i will post the full v3.4 features in the 1st thread page when done and a link in the last page, hopefully soon :).
     
  28. Knightmore

    Knightmore

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    Well I just tried the demo and the cloud with light scattering are amazing!
    You even included rainbows o_O Good work on that :p
     
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  29. nasos_333

    nasos_333

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    Thanks :)

    One of the perks with the new cloud system is that is fully adjustable to create various layers and performance setups easilly by adding or removing layers of clouds (which could even use the various shaders in one cloud setup, i have not yet created such a sample but will look into it as well).

    The other perk is that they are performant and dont have any rendering artifacts (e.g. noise etc) and also blend perfectly with the new volumetric lighting system for cool sun shafts from the cloud shadowing.




     
    Last edited: Oct 25, 2016
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  30. nasos_333

    nasos_333

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    Sky Master ULTIMATE v3.4 - New Volumetric Cloud system

    Epic dusks, dawns and smoothly changing daytime evolving volumetric clouds, with perfect rendering and edge detail
    for spectacular scene moods and realism.

    The system is extremely customizable and has an extra image shaping feature for ultimate variance in cloud look.
     
    Last edited: Oct 30, 2016
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  31. nasos_333

    nasos_333

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    UPDATE:

    The latest version that was submitted to the store is now also available through PM request in Google Drive (v3.4.4), for everyone interested (added a few tweaks to the curve based fog controls and presets for easy initial setup). The asset will be up at the Store after the store review is finished, the next few days if all goes well with the review.

    The price will revert to the original ($90) with the new version, so make sure to grab the asset while the discount is active.

    I am now working more on the water, adding new foam features and a cool Sub Surface Scattering emulation feature to the shader for the next update (v3.4.5). I will post pics of the new effects soon.

    Sky Master ULTIMATE v3.4 final demos:
     
  32. nasos_333

    nasos_333

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    FFT waves ocean and new water shading for Sky Master ULTIMATE v3.5

    The water shading is also affected by sun light (in addition to the current specular highlights and point light support), using Sub Surface Scattering emulation method
     
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  33. nasos_333

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    Image based guide on setting up reflections in combination with shadows cast on ocean floor.

    Also covers the case where higher object reflections (e.g. volume particle clouds) may not appear fully in the reflections on certain angles (adjustment needed in near clip distance of the reflection camera)
     
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  34. Mad_Mark

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    Man this asset has come a LONG way. Excellent work, Nasos!
    I bought this for a simple Day/Night transition. Now it's become an environment.
    Cheers!
    Mark
     
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  35. recon0303

    recon0303

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    This is important to me as well, can you reference this better in the docs or here, on where to find this or atleast comment in , the code some where so we dont have to dig for it, that would be great, I been searching for this as well. Thanks,

    Keep up the good work, the new stuff looks great!
     
  36. nasos_333

    nasos_333

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    Hi,

    Thanks :). About the rain handling, i can make a image based guide for quick reference, i will get to it asap and post it here (and add to manual next version, along with some more mini guides i have planned to add, currently linked in the thread first page).
     
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  37. recon0303

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    sounds good. Thanks.
     
  38. nigel-moore

    nigel-moore

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    Hi, trying to integrate this into one of our projects - is it possible to stop the dynamic time transition? We don't want the time to change - it's an Arch Viz scene where we bake lightmaps ;-) - also what is the correct method for slowing down the cloud movement? Thanks
     
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  39. nasos_333

    nasos_333

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    Hi,

    In the new v3.4 (which i can send immediately in Google Drive download, and is submitted for store review), the day cycle speed ("Sun speed") can be set to zero and stop the cycling, pre v3.4 the cycle can also be stopped, by unchecking the day cycle option near the end of Sky Master Manager script ("Auto_Cycle_Sky" parameter), after setting the time of day required.

    The cloud movement depends on cloud type, for Volume particle clouds setting the Global wind (after defining a wind zone in Inspector-Configurator) will stop the clouds

    The wind in the shader clouds (Dome clouds L1 and L2 spherical domes, controlled in Shader Based cloud dome section in Configurator) is set to a small wind by default and in v3.4 there is an offset parameter integrated in the Configurator where this default value can be changed to stop the clouds (put the "Cloud speed offset" to zero before the game starts and can also set the material (in DOME CLOUD L1-L2 objects in SKY MASTER MANAGER in hierarchy) to zero in Cloud Speed vector, so there wont be an initial lerp from whatever variable the shader had kept last (so cloud will stop instantly and not a few secs after enter the scene).

    Let me know for further questions
     
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  40. nasos_333

    nasos_333

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    Election special !!!!

    Buy InfiniGRASS on Monday or Tuesday and get Sky Master ULTIMATE v3.4 free (upon PM of invoice).

    One lucky winner will also get a voucher for Sky Master ULTIMATE (the other entries will also be updated to later versions on demand through PM). The winner will be announced on Wednesday.

    Also if already have Sky Master ULTIMATE, can choose one asset from any other in ARTnGame collection.

    Sky Master ULTIMATE v3.4 demos:
     
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  41. Knightmore

    Knightmore

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    Yay Version 3.4 just got approved!
    Can I just update it and it's done or do I have to replace some stuff in scene like the water after the update?
     
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  42. nasos_333

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    Indeed :), took a while but is finally up

    The water would not need replacement and generally the system is made in a way that offers all new options as extras enabled over the current setups, though i have added a new fogging in the water with a default value, which may need to be adjusted in the Inspector to get the exact previous look (as now should have some fog applied on water shader level)

    Since this is a major release though, i always recommend doing a small backup of the scenes or project etc before applying the new system, to be on the safe side.

    The v3.5 upcoming water may require a change to the shader though to a new one on the water material, as it has many new features and will probably offer it as an extra option than changes in the current water shader.

    Here is a video of the upcoming v3.5 water shading WIP:
     
    Last edited: Nov 8, 2016
  43. Rexoto-Games

    Rexoto-Games

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    Is the election deal still going?(sorry don't live in the us)
     
  44. nasos_333

    nasos_333

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    Hi, the deal is now over, though since it was still on when the post was made, i can still send Sky Master ULTIMATE if InfiniGRASS is bought, let me know
     
  45. nasos_333

    nasos_333

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    UPDATE - Editor side CPU performance enchancement

    It has come to my attention that the SkyMaster configurator produces high CPU usage in the Unity editor (when it is active-selected) and i post a guide on a few enchancements that reduce this usuage drastically, if there is issue with CPU usuage in editor.

    To reduce the CPU usage, comment out the following lines (lines correspond to v3.4 of SkyMaster ULTIMATE):

    In line 9299 in SkyMasterManager.cs script, disable the "DynamicGI.UpdateEnvironment();"

    In line 4824 in SkyMasterInspector.cs script, disable the "Repaint();"

    These reduce the CPU usuage while the editor script is open a lot, for faster editor experience. I will insert these enchancements in v3.4.5 of the system and submit to the store as well soon.
     
    Last edited: Nov 17, 2016
    docsavage likes this.
  46. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,288
    One more enchancement, that boosts the Configurator speed further:
    In line 4826 in SkyMasterInspector.cs script, the "EditorUtility.SetDirty (script);" line should be replaced with
    Code (csharp):
    1. if(GUI.changed){
    2.    EditorUtility.SetDirty (script);
    3. }
    This will call set dirty only when a variable is changed in the GUI and not at the full update speed of the Inspector. This change will also be included in the next update that will be submitted soon.
     
  47. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,288
    UPDATE

    Sky Master ULTIMATE v3.4.5 is now available in Google Drive download:

    - Much improved Configurator performance when in editor time (reduced allocations to zero while open and idle)
    - Added proper undo for the new volume cloud and curve based controls in Configurator
    - Added better scene view preview for the new volume clouds and ambient lighting when in editor time
    - Removed collider from rainbow quad
    - Added instructions in RTP demo for unzip the relevant controller script and usage

    The patch is available (7MB) for upgrading to v3.4.5 immediately (upon PM request). The new version will be on the store next week as well.
     
  48. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,288










    A few pics from Sky Master ULTIMATE v3.4 in use in InfiniGRASS 2.0 demo (Volumetric clouds - volumetric lighting - shadowing - dynamic sky - weather - wind controls).

    Currently i have finished a very cool extension to the rainy glass - window shader, for very nice rain effects on a much more customizable glass type. I will post videos soon.
     
    Last edited: Nov 21, 2016
  49. ftejada

    ftejada

    Joined:
    Jul 1, 2015
    Posts:
    695
    Hi nasos !!

    Some questions:

    Sky Master ultimate supports these features:

    1)* Sunlight scattering.
    * Fog scattering.
    * Supports forward and deferred rendering.
    * Supports linear and gamma space color.
    * Supports HDR and tonemapping and other post processing effects.
    * Works directly as a Skybox

    Another question:
    2) Would your asset work properly on the asset "realistic water of kripto" and "Playway water"?

    3) I know this is a stupid question, but I'm looking for all the information I can to decide whether to buy your asset...
    If I wanted to use the "Azure" asset as a dynamic Skybox and use your asset only as a cloud system, would that be possible or could your asset be only fully utilized?

    regards
     
  50. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    13,288
    Hi,

    The system supports the above (the image may require extra tweaking in linear color mode though).

    The sky works directly in Unity 5 skybox and the system can also be used by defining another skybox (insert the material in the general Sky Manager) so should work with most other systems (but not control time of day for them though, so that will have to be done by coding a connection between my timer etc, if the Time of day is to be used from Sky Master side e.g. for the latidute/longitude positioning of sun/moon)

    The system has a bonus ocean system and should work with any other if needed (but the controls will only apply to my ocean, so the integration of other oceans will need to be done manually)

    Since i have not tested with the mentioned systems, i can send a test version (v3.3) to try them out with my system and see whether the skyboxes you need will play ok (the new clouds are not included in the test version, these can be sampled in the demos)