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![]() It animates a wet decal with a set of curves to make the puddle realistically expand and contract according to the state it's in. ![]() The Rain Puddle component can be manually toggled between "raining" and "drying" states. Of course we've also fixed a few bugs, check out the release notes for the full details. We've added several new components to make it easy to use Wet Stuff with a weather system DripLine, RainPuddle, AutoRainPuddle and BaseExternalWetnessSource. Wet Stuff 1.1.0 Is Now Available On The Asset Store! It is a great asset, Thank you for making it. And so i had no problem, this was an instant On the store and how long they have been around. ![]() So now I check and see if the developer has more then one -package ( I 5 stared it in the Unity editor after I down loaded and saw the demo ). Please do not take me wrong, I like WET stuff, I think it is really cool and a good idea and great Have the effect turn on only in a certain radius around the player, to keep the decal size down. Which remind me I was going to PM and ask about a possible feature for Wet Stuff, that would be Make masks mainly for houses to keep from spawning a ton of decals. The idea I had was to use CTS with Enviro as it does the terrain wetness. it seemed to kind of work,īut not the way you would expect, so perhaps expect User error as usual. What i did was add Wet Stuff particle as a second rain particle. I am not sure if Enviro uses the default particles, I think you are right about using Wet stuff for large scenes with rain. Less than ideal to say the least! We'll give this some more thought Right now the best solution is probably to rig your character with multiple wet decal volumes (one per bone) and make them as tightly conforming to the character geometry as possible. Replacing the material on the character with one which support wetness is the ideal solution but that kind of material inflexibility is exactly what Wet Stuff was created to avoid! Adding another material to the character is an awfully expensive option (redrawing all the vertices, doubled pixel fill rate cost etc) so we'd like to avoid that if possible. I was discussing this with Aphid earlier today and it's not an easy problem to solve - as you say projective decals just aren't great for animated objects. Wet Stuff works directly on the GBuffer, that's why it can automagically apply directly to any other object, unfortunately that also means there isn't really any definition of separate objects once it's all written into the GBuffer! Requires Unity 2017.3+ with the Deferred Rendering Pipeline.Ĭlick to expand.Unfortunately not. Multi-layered decals, multiple shapes, triplanar projection, and more. Simulate leaking pipes and roofs, or water pistol splashes by attaching wet decals to a Shuriken particle system, placing decals automatically on particle collisions with the environment. Dramatically increase the immersion of your environment's weather system in moments. ![]() Decal detail can be animated at runtime to simulate rain drops falling, puddles forming, dampness spreading, and drying. Place "dampness" or shallow puddles into your scene without modification to any models or shaders. Allow your artists to dramatically change the atmosphere of your scene in seconds with decals placed in the editor, or generate decals automatically by attaching them to particle systems. Wet Stuff is a powerful set of layered and animated decals to simulate rain, puddles, damp, leaking pipes, and more - all without making modifications to any of your texture or shaders.
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