I picked it up. Great product! What else do you have in the works?
Thanks, we really appreciate it. We are currently working on Amplify Texture 2, a powerful editor extension that enables the use of massive amounts of textures, quite literally up to hundreds of gigabytes, without worrying about streaming or GPU video memory limits. In addition to that we have a few other surprises coming to the Asset Store very soon, stay tuned
Hi!
Amplify is just amazing! I really loved the occlusion
Can I ask you a question, please? Is there a way to enable amplify only in Fantastic setting? (sorry I’m not a programmer… I 'don’t know if it is a dum question)
Thanks!
Hello,
Thanks, we really appreciate it. You will have to use a custom script for that, feel free to use the script attached to this post in your work.
Quality Control - Camera Script
- Add the script to your camera.
- Set the number of Components you would like to control.
- Drag and Drop the Components you want enable in Fantastic.
- Set the minimum Quality Level, in this case 5.
The quality levels are indexed, top to bottom.
The script will automatically disable any added components on lower quality levels. Let us know if you run into any issues, thanks!
2688333–190125–QualityControl.cs (451 Bytes)
That was incredible!
It worked brilliantly
Thank you very very much!
No problem, happy to help
Hi, out of all the AO solutions I’ve bought and tried out so far, I like Amplify Occlusion the best. Well done!
I’ll be leaving a review soon to explain why, but I have a couple of questions first.
-
Since there are no distance settings or options (not that I need them), is AO applied to all objects up to infinite distance? Some of the other solutions cap it at a certain distance with falloff, but since my game scale is rather large, I then lose AO on large distant objects.
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This is a rather weird issue, but using 5.4 beta 22, if the Game view is active (as opposed to the Scene view), and I save the scene, the objects in the Game view get chunks of AO applied everywhere which kind of looks like splattered dirt. Unchecking and checking the Amplify Occlusion component gets rid of it.
Edit: Happens on other scenes, whether or not Game view is the active view, with crisscrossing lines across the whole Game view. Again, unchecking and checking Amplify Occlusion clears it. This only happens when using Linear color space. The problem doesn’t exist if I switch to Gamma, or if I press play.
Hello,
Thank you for your purchase, we really appreciate it.
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The distance is currently constrained to the camera far-near clip values, we plan to offer additional options in our next update. Is it working well for you on large scale scenes? Supporting massive scenes without depth related issues was one of our main focuses during development.
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Thank you for reporting the issue, we don’t support Beta versions but we will look into it as soon as possible. Thanks for the heads up!
Hello,
I have been trying to get in touch via PM but the forum refuses too cooperate, hopefully it will go back to normal soon. Regarding your second point; pressing play or toggling the component will update the game view. Unfortunately, due to the way that Unity operates, there isn’t much we can do to avoid this issue. We will let you know if we find a workaround.
Thanks!
Morild Interaktiv, in cooperation with Rolls-Royce Marine, developed a highly-realistic and flexible next-generation ship simulator system. Amplified both by our Color Grading and Ambient Occlusion solution, it’s a great example of what can be achieved with Unity3d. You too can take advantage of our Image Effects, push the visual quality of your projects to the next level with simple drag-and-drop solutions.
Is your simulation too texture-data intensive?
Check out our Virtual Texturing technology for Unity 3d and learn what it can do for your project.
Amplify Occlusion - Unity Asset Store
Amplify LUT Pack - Unity Asset Store
Amplify Color - Unity Asset Store
Thanks for the replies. I haven’t had a chance to test it out thoroughly with multiple cameras yet, but do you know if the AO will work across 2 cameras with different clip planes? For example, I have a background camera set to -2 depth, with clip planes of 3000 to 10,000, and a closeup camera with depth -1 with clip planes of 1 to 3,000, with the script on the closeup camera.
Hello,
Yes, we tested that setup before and it worked great. Be sure to let us know if you run into any problems, we would be happy to help.
Thanks!
This shots didn’t make the post yesterday, but they look awesome! Click here to learn more about Morild Interaktive simulation work.
Looking for a different type of game? Try the new award winning narrative-based adventure game Bohemian Killing, by The Moonwalls. A non-linear first person courtroom drama set in the streets of 19th century steampunk Paris. You find yourself on trial, accused of a brutal murder How far will you go to exonerate yourself? The Moonwalls makes great use of Amplify Color and Amplify Occlusion, carefully tweaked, they help ground the luminous ambiance while still maintaining a consistent stylized look.
Full Post - Amplify Creations Blog
Amplify Color - Product Page
Amplify Occlusion - Product Page
Fully functional watermarked trial versions available!
I tested AO and I have an issue with the results on far objects.
I use only custom shaders that simulate the fog in a very specific way and because AO is missing any settings for the distance cutoff, it ends up drawing hard black shadows in the white fog.
In case there is a way to tell to AO where is the fog in custom shaders, please let me know. Otherwise would be nice if you could implement the distance cutoff.
Also another issue I have, is that I can’t increase the intensity to more than 1.
The general shadowing is too light. Increasing the Power Exponent makes it darker but also sharper, and increasing the radius I lose the shapes. I’d like to keep the same smoothness and shape, but just a bit darker.
Hello,
We would gladly examine your shader, be sure to send it over to support@amplify.pt. You will be happy to know that the upcoming Amplify Occlusion version, soon available in the Asset Store, includes Radius and Intensity distance-based fade control. Check you PM Inbox.
Are you using the Deferred or Post-Effect method?
Thanks!
Great news. And thank you for the last build.
I’m developing for iOS metal only and unfortunately I have to stay with Post-Effect method.
Hello,
No problem, happy to help. The Post-Effect method should be more noticeable, is the effect the same when using a standard Unity shader?
Thanks!
Hello,
Thank you for getting in touch, we would be happy to help. Can you elaborate a bit more on your current camera and shader use? Is the problem also present using a standard Unity Shader? Any additional information would be most welcome.
-Unity version
-Amplify Occlusion version
-Target Platform
Looking forward to your reply.