I am glad you like the system, i have also finished a first version of the space to planet full transition using the shader based atmosphere module, this will work on all pipelines.
Let me know for any suggestions as well and will add on the to do for next updates
__ORION __v1.0.6 has been submitted to the Unity Asset Store !!!
v1.0.6
Added new shader for the shader based atmosphere module, which handles both out of and inside of atmosphere sphere regions and a new demo showcasing the new smooth transition from outer space to planet surface.
__ORION __v1.0.6 has been released at the Unity Asset Store !!!
v1.0.6
Added new shader for the shader based atmosphere module, which handles both out of and inside of atmosphere sphere regions and a new demo showcasing the new smooth transition from outer space to planet surface.
ORIONSpace Scene Generation Framework is on -84% first release discount when Upgrading from Sky Master ULTIMATE for a limited time !!! ($19 vs $119)
Sky Master ULTIMATE is on -50% discount in Unity Black Friday Sale !!! Get both assets for only $53.5 !! (versus $188 normal price)
In relation to the above I have a quick question:
From the description of InfiniTree I understand the same can be done with InfiniGrass and that InfiniTree will soon reach its end.
There’s one thing I’d like a bit clarification about:
“Also InfiniTREE may be used along side InfiniGRASS.”
What is then the benefit of using InfinitTree?
Especially because of this in the same description:
“The new InfiniTREE Pro upgrade will also be soon available and will support Unity versions 2019 and above and all pipelines.”
Thanks for the help!
I bought Orion and a few other packages I already had on my wish list. It turned out I already had InfiniCLOUD
Note that InfiniTREE is not at end of life for sure, the system allows for procedural L-Trees created automatically upon planting, this is not the case with InfiniGRASS which does create unique brushes based on ground, but is not creating procedural trees on the fly like InfiniTREE.
At some point maybe the two are merged, which is possible, but will be a different asset that combine them for example. Also InfiniTREE has a nice tree chopping demo based on the procedural trees and was lately updated with HDRP version as well
So each asset serve a specific purpose :), same will be for the upcoming TREANT: Tree and Vines Generator, which is about creating trees using L-Tree and Spline system for bark and branches, for total control of the tree look that will also respect the environment obstacles. Also will handle vines and combinations of the two. The system will optimize and batch the created tree meshes, but will not optimize trees by grouping them on the fly as InfiniGRASS or IntiniTREE, so it created can be used in either system for group optimization or supply InfiniTREE with unique tree parts for its full procedural trees etc.
I attach few videos showing the new TREANT system for reference.
About a Pro version of IntiniTREE, this is indeed planned and will cover all pipelines, maybe add new features, also maybe just add URP in the same package and make a Pro later when add more features etc. Seemed was easier than i though to support the pipelines for the system, so perhaps not need to move to a Pro version directly for that purpose.
Ah, thanks for the clarification! I might buy the InfiniTREE after all
The TREANT/InfiniPLANT seems very interesting as well!
Would it be possible to make Liana’s with them as well, slow growing, maybe. Liana’s players could use to swing on, etc?
It will be interesting to see how it compares to Broccoli and Gaia.
BTW, can the resulting trees be used in GAIA (pro)? And Can InfiniTREE work Trees created in Broccoli?
Thanks again!
Maybe I’d better move these questions to the forum thread about InfiniTREE
Not sure as have not tried any of those assets :), but for sure will be working to put together my foliage systems with the gpu land system PANGAEA.
About growing there is big plans for both the coming grass and trees assets, stay tuned for news here :), real seasonal growths with on the fly appearing meshes is in the works and in rather advanced state.
The fly throughs are generally WIP, though i have a base setup for standard pipeline that is the base of any upcoming nebula work, hopefully can have a more complete version soon for the image effect based.
There is also few more options, a simpler particle based one and the shader based on domes, that can potentially be parented to the camera and make seem like a fly through, but though trickery
Additionally from me:
Is there a way (in the future) to generate (partial) maps from the planets? Not a heightmap, but a map to use an in-game map sorta speak.
Top-down, yes, but not a map camera rendering. More like when you pull up a map with a hotkey and then you get to view the entire map (or part of it, depending on how a game dev would want that).
Well, basically all MMORPG’s have a map that you pull up with a hotkey. Usually press M and the map appears. Those maps are handmade, I think. Not rendered.
Here’s an example of Lord of the Rings online. The Map is opened by pressing M.
Or maybe have a map generated which we can edit (place city names and such) in an outside program and then import into our game.
Awesome! I’ve been looking for such a feature for both my game and the world I want to create for my books! It will save me a lot of time in Map making
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Note that Sky Master ULTIMATE users will also enjoy great discounts to the upcoming assets including: PANGAEA (GPU based Terrain generation) Sky Master ULTIMATE URP-HDRP InfiniGRASS STUDIO TREANT Tree Generator LightFLOW: 2D-2.5D Impostor Volumetrics Oceanis: GPU Water and Ocean InfiniCREATURE (Skinned mesh customizer) Glamor (Image FX Suit) MassAI (massive AI agents system) PANGAEA CityGEN (procedural - web based city generator) PANGAEA VoxelGen (map voxelizer suit)