[BEST ARTISTIC TOOL - UNITY AWARDS 2019] Aura 2 - Volumetric Lighting & Fog

Does this work with Enviro, Unity’s post processing stack and 2018.3? If so instant purchase.

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I too would like to know compatibility with other assets before I buy. The video looks awesome.

Weather maker?
Vegetation studio?

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Hi there…Beautiful asset so far (I’m still in the honeymoon phase) and I love playing with it in editor. Problem is, I’m getting a null reference error that is causing the build to fail if I build and run on Windows…it looks like it is Aura2API.SceneviewToolbox.ComputeRects() (line 545 of SceneViewToolbox.cs). Not a deal breaker for me since I don’t have to deliver a build any time soon, but wanted to check if there is a feature I should disable to avoid this, and also to report the issue if you haven’t seen it.

Cheers!

Hello. I just want ask, if there is any water asset or shadder working with Aura right now. Like Aquas for example.

I just wonder if you can’t avoid this error by putting this line into “#if UNITY_EDITOR” platform depended compilation.

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Superb ! But how do i make it work with 2 cameras ? When changing the camera it gets deactivated.

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Good news! I took the liberty of installing Aura 2 on my Mac running under Metal. Everything seems to work okay, although the scene window seems a little cranky about displaying the preview correctly. (Oddly enough, if you hit play, it seems to kick things in motion.)

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Hi,

I must say, good job on the release. I was slightly bitter to see the asset going to V2 dropping all planned features for V1 and what you wrote for V1 on how you believe it should be free and why. Thought about a money grabber at first with V2.

Boy I was wrong. The quality of V2 on all aspects of it (the lighting of course but the tools, documentation, api etc.). You nailed it and it clearly worth way more than the actual price. The time you spent on creating Aura 2 must be impressive and so is the result. Again: congratulation

Thank you everyone for all your nice words about Aura 2!
I will answer all of them in a couple of hours.

In the meantime I have submitted the second update of Aura 2.

Cheers!

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Anyone else finding the preset really strong? I.E all but sunny day completely blanket the scene in varying colours of thick fog so are unusable as is.

I have got some nice results scaling down everything but I’m wondering if this is specific to my project.

Aura works great with vegetation studio and unistorm for weather.

I’m also getting a few quirks with the effect switching on/off when going to full screen in play mode but small issues aside the overall results and effects are fantastic and well worth the update. Looking forward to the future dev and getting under the hood a little more.

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Demo? :smile:
Please. PLEASE. I need the same answer as dsilverthorn above. How is this going to work with a weather asset? I want to use Azure Sky. It’s my favorite Unity asset next to Playmaker.

Andy said it works with vegetation studio so that answers my other question.

Like Azure Sky just uses a directional light. I can use that directional light to control the direction of the god rays, right? (Can you tell I’m a Playmaker dev and 3D artist, not a programmer? Look at me trying to talk with the big people, lol.)

Oh oh oh also (this is why a demo is critical it answers questions) in the video there is a toolbox and you’re dropping magic into the scene. I need my magic to happen according to time of day and to just move with the light source. Open world with weather, not designated unmoving light sources. I just. Want. Rays. Like that. For my trees. Is it going to move with my time of day weathery light source?

Can I change the presets at run time so the light is stunning warm colored in the morning and cooler later or do I just disable and enable a different instance of the light? I can change a lot about the color of the light right?

I WANT TO BUY THIS BUT I’M SCARED.

Edit: Jeez I got so caught up in business and desires that I totally forgot to mention: DID YOU SERIOUSLY JUST RICK ROLL US? I cackled so loud I woke up the dog in the other room.

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Hi, did aura 2 can achieved such a volumetric fog/cloud like this?

Object shadow can project on volumetric fog/cloud planner.

Maybe it’s just scaling issue? Aura 1 is working with own units

While I am not Aura author, as far as I understand techniques Aura is using, this is not possible in aura.

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Oh I see, thank for information.

How can I make Aura 2 work with Envirosky? I currently get double the fog.

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Here’s a question…

Can Aura 2 be made to work or fake a light shaft when there is no real hole or opening for the light shaft to come through?

In other words, I download a room 3D model. The model has windows but they are fake windows, that is, they are just textures of a window, there is no real “hole” or “opening” like in your cave demo, for a light shaft to go through…

Is there a way to use layers or something, to fake it? And create light shafts, without having a real hole in the wall?

HI - Aura 2 looks great and I’ve purchased it. :slight_smile:
I realise you’re not supporting HDRP yet, but I was optimistic and tried anyway (lol). I thought I’d give a little feedback and hope you can at add support soon/ish)

Unity 2018.3.0f2 + HDRP - Aura 2 doesn’t seem to work
Also I suddenly get objects which can me moved or rotated in the scene (but they can be moved via the inspector). Scaling works fine (!?). When closing/opening the project, the object can be manipulated as usual.

If possible I’m hoping you will be able to make Aura 2 compatible with Vegetation Studio Pro and Enviro…

Any ETA on HDRP (maybe one unity version with a specific hdrp version you could get to work?)

Asset looks great in Standard 3D btw - I’m looking forward to trying it out when HDRP gets locked down. :slight_smile:

After switching to Aura 2 editor became very very laggy (scene is quite big but was working fine with aura 1), now it gives like 1-2 fps in editor - works fine in player. Tried turning off aura preview ect but without help. I have a feeling it can be caused by extra aura UI visible in the scene
(Unity 2018.3.0f2)

EDIT: Aura gizmos were causing the lag.

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You can do this prefabs from things like particle effects which would be a more efficient solution. And the answer is liekly no. Go to the asset store, type “volumetric light beam” and set the price to 0. There are about 4 results that might work for your situation!

Hi. I just bought this and tested it out on the htc vive. It looks good although I’m having a couple of issues. The first is whenever I walk behind a large object the screen still has a volumetric lighting fog effect when facing the sun, which looks very unnatural (see attached). It’s like the shadows aren’t being accounted for. I do have shadows checked in the settings.

Also, everything is being effected by Aura except for my water. Maybe because it’s a transparent shader? Is there some special setting I’m not seeing for transparent shadows?

I’m using single pass rendering, forward lighting, and one directional light.

Thanks!

Hello everybody! Thank you so much for all your nice comments and love about Aura 2 and your help to improve and make it an awesome product :slight_smile:

General note regarding compatibility of specific assets and transparent shaders/objects.
Aura 2 fundamentally handles most rendering situations and also provides technical solutions to support custom/specific transparent assets (doc, ASE nodes).
For those least technical among us, not everything can be compatible out of hands, especially at launch, with Aura 2 as I cannot inject aura 2 inside the Unity system. That’s annoying but there are solutions.
You can always ask the publisher of your favorite incompatible assets to contact me if you want them to support Aura 2. I’ll be gladly working with them! :smiley:
Or you all guys can just contact Unity to bring a native solution to support Aura 2 on native shaders. Who knows :stuck_out_tongue:
55000 requests might trigger something.

Hi! I have had people working Enviro along Aura and aura 2 for a long time. It works with post processing stack although I’d recommend setting Aura 2 before it. 2018.3 is supported yes :slight_smile:

Vegetation Studio is apparently compatible. I don’t know about weather maker. I’ll try to contact them to make sure they’ll be compatible with aura2.

Can you give me more console details? This shouldn’t happen as the toolbox is stripped from builds.

None are currently compatible with Aura 2 right now, shaders still need to be modified.

Fixed! :wink:

Awesome! Can you PM so I can follow this up!

Thank you for your nice message and compliments :slight_smile: Aura 2 in the current state has taken me 2.5years :hushed:

Yes presets are strong in order to be well visible like in a forest. They need tweaking of course. I can easily refine them according to your feedbacks (and I knew I’d had to).
The problems with playmode in editor comes from the preview which is still in improvement.

Yes I’ll make runtime demos when I have a little more time.
Aura 2 relies on the lights themselve so yes changing the light’s orientation will change the rays direction as well.
You can apply the presets at runtime yes via AuraPreset.ApplyPreset(Presets preset). The change will be immediate though, no lerp nor weight yet. This is planned for an update.
Rick is never gonna let us down! :slight_smile:

Aura 2 is not a cloud simulation system (mainly because of the need of selfshadowing) although it can still achieve very good results alike4283170--383518--upload_2019-3-5_11-42-26.jpg

I am not sure but you’d need to be able to disable the fog from it. Best I can tell is to ask the dev of envirosky.

Yes there is! You can create a Aura Volume from the toolbox, select the Inject Light so the volume will be filled with fake light. You can apply a 2D/3D texture mask on that volume if you need to refine the borders of the shafts :wink:

There are no direct plans on HDRP (it is not even close to be usable for production) as 98 percents of users are not willing to use it now and the rest has only tried…
Gizmos freeze issue is on the work :slight_smile:
Vegetation Studio and Enviro reportedly work with Aura 2.

Can you try modifying the depth bias towards 0 to test?
Yes transparent shaders need to be modified to support Aura 2 as mentionned, please have a look in the doc so know how.
Transparent shadows are just fake s**t using dithered shadowmaps. Still scratching my head to have them work correctly.

4283170--383518--upload_2019-3-5_11-42-26.jpg

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