Awesome stuff, I'll need to rewatch a few times to get my head around this. With the right parameters the trails could be great for mud, sand etc. If you do asset-ize it I'll be there! Thanks for all the great tutorials. Merry Christmas and a Happy New Year!
Yeah, it got my brain wrangled for a few days too - especially getting the edges to raise and making it work in a larger world and overhangs etc. Yes, mud version and even for other uses like water, battle scars and craters, etc, it should work! Merry Christmas and Happy New Year to you too!
I've been watching your videos for a few years now!! Thank you for the good work and the perseverance, your channel is really motivating and informative!! I enjoyed the fast posting of videos of the last month :D. Thanks again!!
Hey, that is great to hear! I had a dip moving continents and it was tough to get back, but I feel like I'm in a good position now to make videos again. Take care!
Amazing interactive snow. You defintely need to make a video on this as there is almost none videos around making interactive materials for snow, sand, mud ect. When are you planning to make the asset available or making a video around this?
The only reason why Unreal can handle this better than Unity is due to Nanite's auto LoD system. For unity, you'd had to create LoD groups instead and separate the terrain into smaller pieces to have a proper effect. There is someone working on a unity port of Nanite, which he calls 'Nanotech' so once that gets to see the light of day, Unity will make a huge leap forwards to handle these snow features just as well.
Hi, yes I actually.implemented the LOD group for the first time on this project. I had to manually reduce the poly count and assign the LOD groups. It is a time-consuming process and I don't like having to have multiple subobjects with different rederers to be activated. When I tried Nanite I was very impressed - the auto LOD was better than my own redused meshes and dynamic and within the same object. Happy to hear Unity is working on something similar. I was actually still impressed at Unity's performance with this.
Very impressive work you've done! If you wanna sell this, you should consider an option where it adds footsteps in the snow instead. Don't know if that is too much work to do, but I think that would make the asset even more "sellable" than it already is. Merry Christmas to you and your family :)
Thanks! Yes, I think it would actually work out of the box by putting the Effector script on each foot and scaling down the effect (which is also supported). For some of the enemies in this game, I will make them like a big Golem and I will try footprints for them. Thanks for the tip and Merry Christmas!
Wow looks amazing! Although I feel like the snowflakes don’t quite feel like they’re in the world. Is there any way to increase the size of the bounding box for those particles, without decreasing your fps?
Very cool, the first time I saw this used was actually in MHW: Iceborne and it was really well implemented there. The one thing I've been thinking (too much) and roadblocking myself on, is using Unity terrain over importing my own. Do you have any opinions on this? I know Unity is behind the curve on their terrain tools, and they can be difficult to work with; but they are quite performant compared to importing your own.
Hi, just watched the MHW: Iceborne trailer and indeed it seems to be quite focused around the snow effect :) I will add some particles of dust, chunks of snow too. Oh yes, it is tricky with the terrain. I also feel that Unity is behind on terrain compared to UE. I was trying to implement it in Line War but ran into a roadblock straight away and made my own world generator, I needed territory boundaries and colliders for that so custom was the only way to go, but that is a stylized and fringe case world. For an openworld game, I would probably have a serious look at the terrain tools again because of performance like you said. For any other game where I need better mesh control I would write my own procedural generator, and chunking is doable, but a lot of effort. Sorry if I didn't provide a clear answer on this, it is a good question.
The snow effect is absolutely awesome! Is it available on Unity Asset Store already? Please please please say YES!!!! (if yes is the answer, can you give us a link to the asset please?)
Oh, cool! I will need to optimize it with rendertexture pooling for larger worlds, put in a lot of validation and documentation but if there is a demand for it, I should do it :) i am happy the way it is turning out