Amplifying your potential.
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Trial version [SOLVED]

PostPosted: Fri Jun 06, 2014 7:22 pm
by Dylan
Hi everybody !

I have downloaded the free version for Amplify Texture, and I have got some pronlems.
I have read the manual here : http://amplify.pt/unity/amplify-texture/manual/
But when I go to Window/Amplify Texture/Tools, I've got this window :

Image

it's not the same as the manual, and I a little bit lost. Can we amplify a texture in the free version ?

Re: Trial version

PostPosted: Mon Jun 09, 2014 11:59 am
by Ricardo Teixeira
Hello Dylan,

Although the window is slightly different, by following the tutorial and clicking on “Unity to Virtual”, Amplify Texture will automatically convert all your unity shaders and build the virtual texture.

Please the describe the steps you took and what you would like to achieve.

The trial version is fully functional.

All the best,
Ricardo Teixeira

Re: Trial version

PostPosted: Mon Jun 09, 2014 1:36 pm
by Dylan
Hi,

thanks for your answer, here is what I'm doing :

-First I place the 'AT >> Manager' prefab on my Hierarchy.
-Then I drag my main camera to the 'Target Camera' slot.
-I create a virtual texture and drag it to the 'Asset' slot.
-Next I create a cube and I apply a texture on it, and change the shader to Amplify Texture/Bumped Specular.
-And finally I click on Unity to Virtual and it says ''[Amplify Texture] No materials found to convert.''

I work with Unity3D Pro, and my texture and my material are on a new folder.

Re: Trial version

PostPosted: Mon Jun 09, 2014 1:56 pm
by Ricardo Teixeira
Hello

You don't need to use the automated converter if you manually add an Amplify Texture Shader to the cube, the converter is mostly targeted at existing projects that use Unity Standard Shaders.

From what you describe AT is already working, if you drag a texture into the diffuse channel you should see the Virtual Texture Build progress bar.

The process is automatic; after building the virtual texture the cube should display the texture, let us know if that is not the case.

All the best,
Ricardo Teixeira
@amplifycreates

Re: Trial version

PostPosted: Mon Jun 09, 2014 2:49 pm
by Dylan
Yes I can see a progress bar, but it is very very fast.

Here is what I have :

Image

At the top it's my texture, without AT.
At the bottom left, it's my texture, with AT/Bumped specular shader.
At the bottom right, it's my texture, with AT/Diffuse shader.

Re: Trial version

PostPosted: Mon Jun 09, 2014 3:55 pm
by Ricardo Teixeira
Great, it seems to be working. That is the automated virtual texture build process, it's quite fast with small data sets ;)

In Amplify Texture 2 we introduced multiple virtual texture support per scene. Using this method you don't have to rebuild 1 giant Virtual Texture every time.

It’s a great way to organize and maximise your workflow. As an example, you could use individual virtual textures for Characters, Scene Props, Buildings and so on; it’s a very flexible system.

Let me know if you have any more questions.

Re: Trial version

PostPosted: Mon Jun 09, 2014 6:58 pm
by Dylan
No problem, thank you again for your help :)

Re: Trial version

PostPosted: Mon Jun 09, 2014 8:05 pm
by Ricardo Teixeira
Keep us posted, we would love to promote your project at a later stage.

All the best,
Ricardo Teixeira

Re: Trial version

PostPosted: Tue Jun 10, 2014 8:30 pm
by Dylan
Thank you ! I only have one week and a half to work on my project, I'm doing an internship.
For the moment I don't know if I will use Amplify Texture, I don't really see the difference, I have tried several options but textures look the same

Re: Trial version

PostPosted: Tue Jun 10, 2014 8:48 pm
by Ricardo Teixeira
Hello Dylan,

What are you trying to achieve with Amplify Texture?

Amplify Texture allows real-time applications to present scenes without any sort of texture limitations imposed by GPU memory limits. Virtual texturing, in essence, enables you to use a virtually unlimited amount of textures per scene.

Full Virtualization, maintaining quality, efficient compression and performance, always without compromising the original data.

We improved the concept and as a result it also breaks a few common limitations such as standard texture size/count, texture draw call optimization, to name a few.


All the best,
Ricardo Teixeira