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AT2 v2.0.3 - Alpha 35

Posted: Tue Jan 20, 2015 1:06 am
by Diogo Teixeira
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Amplify Texture v2.0.3 Alpha 35 is Now Available for Download
http://amplify.pt/download
Dear developer,

Here are the changes introduced in Alpha 35:
  • Requirements
    • Unity 4.6.1+
    • Unity 5.0.0b20+

    Alpha 35 Changes
    • Fixed startup crashes in D3D11 editor and builds
    • Fixed albedo color shifting issues on virtualized sRGB textures in linear-space mode
    • Fixed "RenderTexture error failed to retrieve color surface [invalid call]" in D3D9 targets
    • Fixed error in Create/Virtual Material
    • Fixed Unity5 Standard shader issues when using Cutout mode
    • Updated Unity5 shaders to b20

    IMPORTANT NOTE
    Please make sure to add the following pragma to your custom AT2 shaders:
    #pragma multi_compile _ _VT_SINGLE_MODE

What's next? (no specific order)
  • Platforms: Mobile, Consoles
    Lightmaps: Legacy, Directional
    Third-party: Substances, ShaderForge
    Flexibility: Custom VT layouts
    Productivity: Real-time background builds
    Workflow: Proxy Folders
    Polish: visual indication that virtual texturing is disabled, grid-caching progress bar
    Performance: automated batching
Call to cooperation:
  • If AT2 is a pivotal tool in your large-scale project, please consider providing us one of your larger datasets for robustness testing. Unfortunately we're lacking large data sets and in AT2 we _really_ want to solve ALL scalability issues.

    Please note that we're available to sign any contracts or NDAs necessary to protect your copyright. We are absolutely certain that both our parties can benefit from this type of cooperation. If you're interest, please contact us directly or, feel free to reply here to get things started.
As usual, we invite you to participate and help us shape this product. Your feedback is very important to us.

Re: AT2 v2.0.3 - Alpha 35

Posted: Wed Jan 21, 2015 2:27 pm
by chrisis
There is still what to me looks like a bug: Every time I hit "update" or "rebuild" in the VT, AT2 converts all my materials to something else. And also clears all textures. This makes it impossible for easily changing materials on the go. Also, it makes it impossible to have custom shaders.
Or maybe I'm doing sth wrong... Is there a way to disable AT controlling all materials?

Re: AT2 v2.0.3 - Alpha 35

Posted: Wed Jan 21, 2015 2:38 pm
by Diogo Teixeira
chrisis wrote:There is still what to me looks like a bug: Every time I hit "update" or "rebuild" in the VT, AT2 converts all my materials to something else. And also clears all textures. This makes it impossible for easily changing materials on the go. Also, it makes it impossible to have custom shaders.
Or maybe I'm doing sth wrong... Is there a way to disable AT controlling all materials?
Definitely shouldn't be modifying visible properties in your materials or clearing your textures. Only the material conversion tool (via "Window/Amplify Teture/Tools...") actually changes your material's shaders.

Changes we're applying during build are as follows:

1) Modify an AT2-compatible shader property called "_VTInfoBlock" which won't affect anything else in the material (except texturing during rendering of course)

2) Resize the textures to a tiny 64x64 and enable maximum compression, because they have become redundant when using AT2 and to prevent the editor form eating away precious system and video memory.

That's it. If something else is happening, then it's most likely a bug.

Any chance you can record a video of this happening? Or maybe upload a project that we can debug?

Cheers

Re: AT2 v2.0.3 - Alpha 35

Posted: Wed Jan 21, 2015 2:58 pm
by chrisis
Indeed, that's what I've been thinking. In fact, currently the only way for me to create a VT material is to create some kind of standard (unity, lux, whatever) material and go through AT Tools > convert materials.

If I manually create a material (or a VT material through the right click menu, for that matter) in the folder where all my VT mats should be, give it a AT compatible shader, apply some textures, etc. and hit "update / rebuild" that very material gets reset..

I can upload a project, sure.

Edit: OK, when I was packing the project to send it, I noticed the following: If I recreate the material after a VT rebuild and hit "save" (save the scene) it receives the VT and stays that way. Could this have sth to do with the VT manager?

Edit2: Here is a video: http://tempsend.com/BFACAE8E10/00E0/capture2.avi

Re: AT2 v2.0.3 - Alpha 35

Posted: Wed Jan 21, 2015 3:38 pm
by Diogo Teixeira
chrisis wrote:Indeed, that's what I've been thinking. In fact, currently the only way for me to create a VT material is to create some kind of standard (unity, lux, whatever) material and go through AT Tools > convert materials.

If I manually create a material (or a VT material through the right click menu, for that matter) in the folder where all my VT mats should be, give it a AT compatible shader, apply some textures, etc. and hit "update / rebuild" that very material gets reset..

I can upload a project, sure.

Edit: OK, when I was packing the project to send it, I noticed the following: If I recreate the material after a VT rebuild and hit "save" (save the scene) it receives the VT and stays that way. Could this have sth to do with the VT manager?

Edit2: Here is a video: http://tempsend.com/BFACAE8E10/00E0/capture2.avi
Yep. Something very fishy is happening.
I'll try to replicate and do my best to get this fixed ASAP.

Thanks for the video!

Re: AT2 v2.0.3 - Alpha 35

Posted: Fri Jan 30, 2015 8:25 pm
by chrisis
Well, on further testing it seems saving the scene works just fine in any situation. However, again, if you change a texture in the VT and hit update/ rebuild, the changes are not taken into consideration.
Actually saving the scene is totally ok. It's just that those buttons used to update the VT before, which is probably why I got confused with the new builds. :)