[Released] Cascade - Rivers, Lakes, Waterfall and more ..

CASCADE IS LIVE ON ASSET STORE AND WE MOVED TO ASSET STORE SECTION

** [Released] Cascade - Rivers, Lakes, Waterfall and more .. **

Latest version 1.0.1 rev.3 : Cascade - River, Lake, Waterfall and more | Terrain | Unity Asset Store

We are glad to introduce you Cascade.

Cascade is an innovative and AAA quality water system that has been born by the cooperation between Jason Booth ( creator of Terrain Shaders Megasplat and Microsplat ) and Antonio Ripa ( creator of Sentieri and TerraPainter )

Designed around performance and ease of use with Cascade you can easily create multiple surface water like rivers, lakes and waterfall with a few clicks with a powerful mesh generator tool and a modular performance shader.

You have full control of the main parameters like width, slope, water depth, etc. globally and per node. Cascade is the first and only water asset that allow amazing water surfaces flowing into each other like a River flows in Lake and after flows out. Cascade fits small and large multitiles landscape.

Cascade take in account morphological information from your landscape to give the highest realism to your water surfaces.

Cascade has tree main software components :

  • Cascade Surface Manager : powerful procedural mesh generator with a simple and intuitive UI that allow user to create the water path on the landscape giving full control of all the parameters up to node level. Rivers, Lakes, Waterfall are not a challenge anymore. Analyze the terrain during the water surface design using those information to improve the realism.
  • Cascade Shader System: not simply a shader, but a dynamic shader compiler tool that allow the generation of custom shaders according to the features you select. Unused features are completely removed from the code.
  • Cascade Terrain Carving Engine that is part of the “more” … we are building a one stop asset , so Cascade can create your river bed and lake bed with an easy workflow and advanced setting.

Main features :

  • One single shader for every type of water surface like river, lake, waterfall controlling the parameters of each independently
  • You can create multiple water surface like rivers, lakes, waterfall using a spline tool with full control of the main parameters like width, slope, water depth, etc. on single mesh having only one material
  • Water surface can flow into other water surface on same mesh. Ex River flows in and out a lake.
  • Real Time Analisys of terrain morphology to generate more realistic water path.
  • Optimized Shader Generation.
  • Support Weather and Fog assets with smooth iteration ( Tested with Enviro and Fog Volume 3 )
  • Works with VR in single pass mode, as well as with multiple camera setups
  • Control water parameters along each node of the spline, or by painting on the vertices of the mesh it generates.
  • ( Experimental ) Automatic FlowMap generation allow the stream to follow realflow
  • Lot of stunning features like up 3 independent flotsam layers allowing you to have leaves and other particulate float in the water, sparkles on the water, slosh water, lake ripples, drop rain, automatic waterfall cascade generation, and more… more … more …
  • Carving river bed with a new innovative system ( Lake ground will come soon )
  • Textures Packer for generate more variant of your Cascade Water
  • Automatic generation of Vegetation Studio Mask around the water surface for easy and fast integration
  • Automatic Import from third assets to migrate your project to Cascade
  • Work smooth with MicroSplat Terrain Shader module Puddles, Straeam , Lava & Wetness to add more realism to your landscape
  • Asset will support other tools by EarthShaping Project. the first suite of tool designed for a real time procedural infinite world generation including Terrain, Roads and Cities
  • Bonus Pack with a high quality set of PBR textures and trees for your “Cascaded” landscape

plus more and more features …

Join us on our Skype or Discord text chat if you have any questions.

19 Likes

OK take my money.
With all these great assets coming out from creators, it is a great time to be a Unity user.

9 Likes

looks pretty cool! got any videos of creation process?

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Looks really nice!

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More videos in the next days … showing the workflow …

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We are privileged to be following so many AAA quality assets. Thank you for compartinlhar @antoripa

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Well I love MicroSplat, and I am following Sentieri, so there is some impressive brainpower behind this:)

I have been looking for procedural rod and river solutions for a while, and I am very excited to see these kinds of projects. I would love to try these ideas in my open world rpg BrightRidge.

I cant wait for more details. Thanks for sharing.

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Thanks a lot . . all be released in the next few months … Cascade is the first and should be live by end of Feb.

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Hey folks …
Preparing few videos waiting Cascade is live on asset store
2 series, first is gonna be a showcase series and second is gonna be a how to series . .( really short videos )

4 Likes

Awesome, I knew Jason was working on something river related but I had no idea you guys had teamed up.
Very cool :slight_smile:

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One of the goal in Cascade was the design and implementation of a simple but complete UI. A central point for your Cascade landscape .

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Nice work Antonio & Jason. That’s my water sorted now… with the possible exception of oceans with tides and waves.

2 Likes

Hello,
video is really impressive. I have few questions :

  1. Does the tool work with multitile terrains ?
  2. Does the tool support mesh terrain ?
  3. Any plan about integration with GAIA by @AdamGoodrich using his amazing module extension ?

Thanks

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Cascade allow users to create articulated water surface on their landscape handling smoothy and automatically transition.

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A question: water in a real waterfall accelerates during the fall, something which is necessary for full realism. Is this something you’re planning to implement? The videos all show water falling without acceleration.

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That is a valid point. Currently I compute the flow map in real-time when you create the mesh, so basically I compute direction and velocity. Shader read those information and we have an experimental mode, but to achieve a smooth realism we need to sample terrain morphology with an higher resolution. There are couple of option to achieve that, but before we would have all the planned features implemented ( not yet mentioned in the initial post ) and we need to plan the shift to new scriptable rendering pipeline ( that unity has already postponed to 2018.2 and Jason has following and giving his contribute to the discussion ).
But it will definitely use a flow map for direction and speed getting even another improvement that is the correct water flow if there are static object along the path ( like large rock in the middle of the surface that will drive flow around itself ).
I hope I answered your question.

3 Likes

hello,
I can answer yes for first 2 question.
For the third, I would say that will be not a challenge doing same integration like other water assets, even if our workflow for river and in particular lake is totally different from other assets.
If you think to something more specific, please feel free to share your requirement. I will be glad to evaluate how support it.

2 Likes

hey, first congrats because that look incredible!

  • can it be used for larger body of water?
  • performance wise how does that compare to aquas with similar config?
  • can a river and lake can be placed procedural at runtime?

thanks in advance

1 Like

Thank you for your appreciation.

  • yes, it can be used for larger body of water, but not infinite surface like assets specific for sea and ocean.
  • I can say that Cascade has a different approach than other water assets, and in all its aspects it’s been designed perfomance wise
  • yes, that can be done. Meshes are generate procedurally, so not a challenge. I can even support specific need exposing part of the internal class as API
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Runtime mesh gen would probably be quite helpful in odd circumstances. Handy thing to have for sure.

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