![]() ![]() If you and your team run into any issues using Suimono, or need specific features in the future, please let me know. Thanks for a great product, I look forward to future - Thank you so much for sharing your initial impressions here on the forum! I'm really glad you've had a positive reaction, as I know you've been following Suimono patiently from the start. Hopefully it will encourage them to purchase SUImono as well. I have some friends that are developing Unity games, that have been looking for a great water solution for a while, so I'll be sharing my thoughts and suggestions with them. I'm sure we won't be tampering with it any time soon though, seeing as the current offering covers everything we need, but that. If we beat you to a solution in the near future, I'll be sure to share our methods with you. So far, the product is solid, and I'm sure people won't be to disappointed in rivers with no flow directions in our first few videos. Seems like you've come to a roadblock on the procedure you want to take, but we needed a more viable solution than the modified water 4 shader we'd been working on. I didn't want our coders developing code for flowing river/stream paths if you were going to eventually be working on it. I'd been wanting to get it for a while, but was kind of torn because I wasn't sure how much you were going to put into it. I just purchased it Chingwa, and I'm loving it thus far. I suppose i wouldnt worry about it for now but i'll definitely have a good look at various games today and figure out whats going on in them and how some of it could be automated, river water's definitely something i'd love to be able to ace in the things i doĮDIT: Having had a long looong look at how skyrim and games like dear esther have done their water i think there's not a great lot you can do other than maybe provide a suitable prefab that might explain how somethings might be done, the skyrim waterfall is made up of several different elements that shouldnt really be too hard to piece together, something i'll investigate in the coming weeks anyway I suppose another thing i'm thinking how to do is where theres an abrupt drop in water height but not big enough to create a waterfall effect, like in a weir or rapids where theres no real mist created but a very particular visual effect to the falling water and it mixing with the water below It seems i should look at the bootcamp demo a little and i'll reload skyrim also and have a proper study, it's probably a matter of creating a decent mesh for the river or stream. I may not be entirely sure what i'm talking about haha but assuming I get this today (which i hope to) i can do some little tests myself, unfortunately without being able to enjoy refraction but maybe getting some good effects without it. The best example I can think of is skyrim where most of its tributaries seem to have quite complex UVs for showing the water direction flowing through them. I suppose that's a good question as i'm not entirely sure right at the moment but i suppose being able to indicate foam and flow around rocks or other things in the river and perhaps, if possible, some kind of automatic UV generation (Not sure im using the right words) to use for scrolling textures/normal maps or even foam/debris build up and direction in heavily broken up streams. Flowmap Creation tutorialĪnd as always I would love to get feedback from those who are using Suimono, what you like, and what you feel needs improvement! And If you feel Suimono is a worthwhile asset, please also consider leaving a rating and/or review on the Asset Store. You can check out a Flowmap creation tutorial on the Suimono User Forum. Of course if you like the look of the compressed texture setting better, feel free to use it! I feel though that it's easier to control the appearance of waves if you have it on the truecolor setting. Using compressed textures unnecessarily creates jagged artifacts in the wave flow. for those who are using the animated-waves / flowmap feature in Suimono, make sure to use Truecolor in the flowmap texture import settings. This isn't a feature upgrade, it was just a texture setting change. It now has smooth wave-fronts (they were quite jagged before). Hi Guys, just a note, I updated the webplayer demo on the front page. ![]()
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