$16 for a *very* non-performant material? If this was intended for use in high-detail scenes, not meant for gameplay, one would generally just use a flipbook animation, or looping HD video texture (both of which are higher quality and available for free all over). I love options, but c'mon, that's pretty steep. $5, maybe. And you can loop in materials, using custom HLSL nodes. Also, there are better ways of doing this, all around. Somewhere on the forums, Ryan Brucks (of Epic fame) himself touched on this. I've personally been working on a cool water material (not "material blueprint", thankyouverymuch) and utility functions, and am close to the quality achieved here, sitting at ~180 instructions with everything "turned on". The kicker? It's pure procedural. No textures are needed. So this is cool, no doubt about that. In my humble opinion though, it's not "good". It doesn't run fast, and it's more complicated than it needs to be.
Lee is right - you can use a gradient effect when you vertex paint in your chosen 3d modelling platform (I've done it in max), meaning the wind effect shifts from nothing to maximum along the length of the leaf/branch/whatever.
I'm fairly certain you can vertex paint the bottoms of the foliage and control the movement using vertex colors along with the wind node. I did this in an earlier project and was able to create a scene with grass that moved less and less as it went down until stationary. I created the grass and painted the vertexes black to red (bottom to top) in Maya.
Members of Unity Technologies have released character, environment, and GFX packs from the demo, as well as an executable version you can download. Adam is a true piece of art that demonstrates the potential of Unity game engine. You can read more about the demo in our interview here.
Adam executable download (size: 3 GB; Windows DX11 only)
There are two quality settings included: ‘Fantastic’ and ‘Good’. ‘Fantastic’ is the main target, intended for reasonably powerful gaming computers, whereas ‘Good’ is intended for less powerful desktops and gaming laptops. Keep in mind, though, that to preserve the look of the film, there’s no ‘low’ spec for this demo, and as such it might run slowly on older hardware or non-gaming laptops.
You can play it back as a film, pause and rotate the camera to look around (within a restricted area), and you can move light sources in real time.
Adam Asset Packages
Adam Character Pack: Adam, Guard, and Lu
Adam Character Pack: Adam, Guard, and Lu – download (size: 876.5 MB)
This package contains re-rigged versions of Adam, Guard and Lu.
For the original film we used per-character generic rigs with a lot of prebaked animation onto bones. However, for this release we decided that the characters would be more useful to you, if we rework them with the more flexible humanoid rig – so we did. We removed the additional rigs which were functional only outside of Unity, and made a small rigging tool which tries to replicate some of Adam’s shoulders functionality.
Moreover, we replaced the original CaronteFX cloth sim we used in the demo with rigged versions of the Guard’s and Lu’s clothes, which are now being simulated in real time by Unity physics.
Adam Character Pack: Sebastian
Adam Character Pack: Sebastian – download (size: 483 MB; Windows only)
This character was not reworked: we are shipping it exactly as it was used in the Adam demo. He has a complex rig and will be more difficult to reuse without doing quite a bit of additional work on your own. However, this pack is revealing for those of you who wanted to see exactly how we set it up.
To create Sebastian’s animations, we made extensive use of the high fidelity physics simulation tool CaronteFX, which is available on the Asset Store. We have included Caronte Player in the package, so that the sample animation can play. If you want to modify the character’s animation and need to re-simulate, you need to get the actual CaronteFX tool.
Adam Interior Environment
Adam Interior Environment Pack – download (640 MB, DX11 only)
The Interior Pack gives insight into how we put together this environment. You would not want to use this approach in most game dev scenarios, but it is applicable to the production of cinematics, cutscenes, trailers.
It also comes down to choices you make when you balance your production efforts. In our case, we had chosen to invest most of our art creation efforts in other assets, such as the main characters and lighting. Considering the mood and lighting we were going for in the demo, we could get away with not perfecting the assets of the interior environment.
What made this possible, is that the desired look was created primarily with the help of shading, lighting, and post-processing features, some of which come built-in with Unity, others we created just for the Adam demo.
Adam Lighting and Volumetrics
VolumetricLighting – download (DX11 only)
We are shipping this isolated version as a more practical way to help those of you who would like to use the demo’s custom lighting and volumetrics in your own projects.
Adam Exterior Environment
Adam Exterior Environment Pack – download (size: 2.7 GB; DX11 only)
Our main focus while building this environment was on the actual camera locations shown in the main demo.
You can find more information on the packages here.