Triton Oceans and 3D Water for Unity / Windows & Mac
TRITON FOR UNITY HAS BEEN DISCONTINUED.
This thread will remain for support purposes for existing customers.
Thank you,
Frank Kane
Founder, Sundog Software LLC
Triton Oceans and 3D Water for Unity / Windows & Mac
TRITON FOR UNITY HAS BEEN DISCONTINUED.
This thread will remain for support purposes for existing customers.
Thank you,
Frank Kane
Founder, Sundog Software LLC
Very nice plugin!
I sent you PM.
Been using the demo version while waiting for it to reach unity store
I haven found a few bgs and the average time, not for an answer but for al actual fix, was less than 10minuts!
Has someone who spend a lot on assets (i’ve probably bought over 50assets including the eluSive substance database) I’m pretty happy to see top end plugins coming for unity.
There alreay are nice water solutions fo unity, mobile compatible, so instead of more of the same it’s really good to have something to use to mane top windows game with! Also this runs silky smooth ol my nvidia 540M !
This plugin impressed me much i gave a small project to his author and i can confirm from that that he’s extremly nice, open, hard working and quick and produces great solutions!
Hi mr_Necturus, thanks for having a look! I can’t tell if my reply to your PM went through or not - if not, the answer is “no, we aren’t redistributing that”
Looks really amazing, it’s a shame that it isn’t build in as a pro feature.
Looks interesting. I’m still using the “community” ocean water (which happily works quite well in 3.4 but not so well in 3.5) but development of that water seems pretty stagnant. Might be worth the investment in this plugin if it’s clearly superior and will be continued further.
Couple of questions:
+1 By the way, what ever did happen with the development of the Unity 3.x water? Seems it just stopped without ever being completed / fixed.
Thanks for checking it out, bigkahuna.
Foam and spray is visible in the second demo video above, once I crank up the wind - at around 0:16.
Ship wake effects are shown in the second half of the tutorial video.
I am planning to support Unity 4 when it comes out, barring unforeseen changes to Unity’s plugin model - Triton supports DirectX11 and the code is already in place in our plugin for it.
truly impressive!!!
i am sorry but i can’t say: wow!
i just do not have the time to test the trail version right now, so i can just judge from what i see in the videos:
– no soft faded shore lines
– no refrection
– pretty weired reflection on this picture:
– how does it react to lighting?
– i can’t see any specular
– no caustics
writing this might not be fair – i just don’t have the time to dig deeper into it.
lars
Looks really nice especially that picture with semi transparent ocean. No refractions and proper reflections is bit drawndown tough…
Hi,
The screenshots were all taken using dynamically-generated environmental cube map reflections, which don’t handle local reflections very well. In the demo, the environmental reflections are generated directly from the skybox which works much better. However, Triton does allow planar reflection textures to be passed into it which are better suited for local reflections.
Triton does compute refractions using the full Fresnel equation, but as it’s targeted mainly toward ocean simulation, the refraction color is a constant deep water color rather than refracting geometry underneath the water (which may not be present.) It wouldn’t be hard to modify our shaders to do a texture lookup from a cubemap on the refraction vectors instead of using a constant color.
Thanks. The tutorial video is pretty good, seems pretty easy and straightforward to use. This is pretty close to what I’ve been waiting for. Would love to test this in a couple projects that I’m using the community ocean shader in to compare one versus the other. No time for that at the moment but hopefully soon.
A couple more questions:
Hm, you’re right, I’ll have to tweak that for an upcoming revision. For now, I think it can be worked around by opening up the Triton.config file inside the TritonResources folder, and reducing the setting for wake-wash-length.
It consists of two DLL’s. One is a C# class library that wraps Triton’s native C++ code and is largely auto-generated using SWIG. The other is the actual native DLL for Triton itself. Both are included in the Plugins folder, but the native DLL does need to be installed alongside the final executable in order for Unity to see it outside of the editor.
Not at this time, but that’s a good idea.
The surface of the water, which will still be visible, will be fogged more strongly to simulate reduced visibility underwater. The fog density and color are configurable for both under and above water. Triton does not attempt to fog the rest of your scene to match for you, however.
Thanks!
Any chance you can post a picture? Would we be able to adjust the scene’s fog to match the ocean water’s fog?
Yup, here’s an underwater shot from our image gallery:
Yes, it shouldn’t be hard to match our fog, since it uses user-supplied parameters. There’s even an option to use the Render Settings fog values for above water fog. to make it automatic.
Nice! Looks a lot like the community shader but (hopefully) faster, more features and support for versions > 3.5. Can’t wait to start digging into the demo. Any plans for an “introductory” special price?
It should be plenty fast - it’s mostly native, and uses CUDA, OpenCL, OpenMP, and Intel’s Integrated Performance Primitives to make sure no computing resource goes wasted. I haven’t tried the community shader, so can’t really say how it compares quantitatively. I can tell you that the C++ version of Triton can hit 300 FPS on a GTX690, and the Unity version is really just a thin wrapper over it.
No current plans for messing with the price; we did do some research with potential customers to arrive at it.
Thanks so much for having a look!
hi there,
it might sound even more harsh, but any water shader offering less possibilities like this one: Hydrax | Ogre Wiki is nothing more like a fx sahder to me.
the example above is from 2009 so in 2012 even in unity we should have much better water that the one shown in your videos or screen shoots.
sorry to have to say that –*it is just my 50 cent.
lars
Are you seriously asking for $400 for this water system? this isnt the US navy, we don’t have billions to throw around…
I’m willing to pay upto $70 for this… i’m all over EasyWater 2.4