GIBLION - Anime scene generation framework is a new generation Anime scene generation tool for Unity3D URP Forward Rendering pipeline.
The system packs multiple toon shading techniques, blob based creation of dynamic polygon clouds and meshes, particle based foliage generation, dynamic wires system, toon water and much more.
The asset is upgradable fromSky Master ULTIMATE for a much discounted price.
Work in progress on GIBLION - Global manager to apply grass properties and save them per scene, using a single material. Various styles possible showcase and tweaking wip
The GIBLI system is ready for release, should be in the store soon.
GIBLI Anime Scene Generation Framework is a next generation Anime scene creation tool for Unity3D URP Pipeline. The system includes multiple toon, anime and non photorealistic rendering (NPR) shading techniques, blob based creation of dynamic polygon clouds and meshes, particle based foliage generation, dynamic wires system, toon water, dynamic Wind Walker style grass system, River generator with toon river water shading and much more.
IMPORTANT:
The GIBLIasset will be in 2 weeks -50% Initial Release Discount !! ($39.5 vs $79). The offer ends 18th May 2022. GIBLI can also be upgraded fromSky Master ULTIMATE for a further discounted price during the two weeks discount ! ($29 - Save $50 !)
Note this is the first version of GIBLI, and will be in active development based on user feedback in the coming updates. For any feedback, help with use of the system or issue please contact ARTnGAME in E-mail or in the ARTnGAME Discord channel.
Here is a features summary
GIBLI Features:
Multiple styles of cartoon, anime and non photorealistic rendering (NPR) techniques
Thanks a lot for the kind comments :), really very appreciated
This is the first version of the system, so please let me know for any feedback and suggestions on further improving the asset
Currently I work in a endless mode for the instanced toon grass and have finished the base for this, so can have an endless grass field if desired without any extra burden to the system (recycles grass as camera moves away from it in shader)
Here is a video showing extending the initial field to double area, this will be extended to do endless recycle in any area size.
Work in progress on GIBLI next update - Finalized the new endless grass fields mode for the instanced grass. Testing the new mode in 1:1 scale.
Also had another breakthrough, added multiple grass fields possibility in the new grass version, and applied the endless grass field mode in the long grass that uses the compute shader based feed of vertices and also works great.
The video shows the endless grass mode using two grass types.
Work in progress on GIBLI next update - Finalized the new endless grass fields mode for the instanced grass. Testing the new mode with adding a run time agents system that allows them to run around in the grass, a video will follow soon.
Latest work on GIBLIONsystem usage together with Sky Master ULTIMATEURP using the Ethereal volumetric lighting and fog module, for anime and painted look style and atmosphere effects.
Upload of a Unity 2021 native version of the system, so wont require the 2021 related patches to be applied manually.
Added option to recreate grass in the grass instantiator
Added a range increase variable for the grass parameters in the GIBLI controller
Created new demo scenes and assets including horse and rooster, available on PM request. The bonus assets-demos are not directly included to avoid clutter the core project.
Added a dynamic cloth system and sample of the system used in flag creation, this module wind will later be integrated with Sky Master ULTIMATE weather to direct the flag wind and rotation based on sky master weather variables
Added more samples of using the grass fields in combined static and endless modes and in various heights, also tutorial on how to render it when height is below zero which requires a few extra setup steps
Added a new system to paint masks for the grass to exclude areas and change its properties, this system will be further developed with more options in coming versions
Added option to define which field the interactors will apply to.
Added force field system and demo
Added option to define and save properties of the grass materials per grass field Instantiator, so a single material for each of extra grass fields may be used across different scenes.
Added tutorial video on using multiple grass fields below ground with notes on video description.