R.A.M 3 - River Auto Material 3

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Pack supports Built-in, HD RP and URP.


R.A.M 3 is a newly rebuilt and extended version of R.A.M 2019 and R.A.M which has been on the market since middle 2014. The pack gives you the ability to create very advanced rivers and lakes, seas, waterfalls, and swamps with flow maps and connect them automatically. It can create roads and paths as well. RAM can carve terrain and textures on it, automatically under our splines.


Pack support unity:

  • Unity 2022.3+ LTS HD RP 14+
  • Unity 2022.3+ LTS URP 14+
  • Unity 2023.2+ HD RP 16.0+
  • Unity 2023.2+ URP 16.0+
  • Unity 6+, HD RP, URP
  • RTX support
  • DOTS support
  • SRP Batcher support
  • mobile support with a demo scene
  • For lower engine versions please use our old R.A.M 2019 or R.A.M

To run HD or URP please import the pack to HD or URP project and then import the support pack inside the asset in "HD and URP support" folder ". It will replace shaders, prefabs, and meshes so they will work with RP out of the box. Please also check the readme files inside that folder.


System parts:


River / Swamp / Road system

  • Save and read setup via profiles;
  • Water shaders generate a few cascade/waterfall types by the slope of the mesh;
  • You can split, and connect multiple times the river splines;
  • Connect rivers with lakes, waterfalls, and the sea via vertex alpha automatically or manually;
  • Noise the river or road spline by slope curve;
  • Speed up flow map via slope for realistic waterfalls;
  • Mix and change via mesh painter:
    • Height Painter: manage spline height via painter, generate cascades, or just bump spline in specific areas, etc;
    • Flowmap Painter: speed up or change river direction. Via direction, attraction, repulsion, or smudge (mouse move);
    • Vertex Color Painter: Add or remove small cascades, waterfalls, slow water, foam on water, or layers at swamps and roads. All effects that depend on vertex color could be managed by this tool;
  • Simulation tool: place one point and generate a river from that point. The system will analyze terrain and slopes to put the proper river direction;
  • You can change the shape of the mesh in cross-section per point or globally for spline. Good for roads or paths to accent the shape of the object;
  • Spline could be snapped to terrain or any 3d mesh;
  • Change verts distribution: increase their density per point, globally or for example move it into spline borders which is useful for asphalt roads;
  • Get normal direction from terrain or 3d mesh under the spline. Good for paths or lava;
  • Spline terrain functions: carve, paint it, remove foliage;
  • Spit spline into multiple meshes or splines;
  • Read, and export points and information into CSV;
  • Export mesh into unity asset;

Lake and Sea system

  • Save and read setup via profiles;
  • River shader generates a few cascade/waterfall types by the slope of the mesh;
  • Sea shader:
    • The system analyzes terrain, and colliders under the lake/sea, and gives information about its shape;
    • Sea shaders use terrain or colliders data to generate non-repetitive waves based on the shoreline;
    • Main waves move in wind direction (flow-map);
    • Polar waves accent the shoreline;
    • Silent areas hide main waves after objects, so waves will not appear after the island immediately, while polar waves still swash the shore.
    • Waves bump then crush and swash on the shoreline. (wave physically accurate).
    • Waves can be affected by object colliders;
  • Connect lakes with rivers via vertex alpha automatically or manually;
  • Mix and change via mesh painter:
    • Height Painter: manage spline height via painter, generate cascades, or just bump the shape, etc.
    • Flow map Painter: speed up or change lake direction. Via direction, attraction, repulsion, or smudge (mouse move);
    • Vertex Color Painter: Add or remove small cascades, waterfalls, slow water, foam on water, or layers at swamps and roads. All effects that depend on vertex color could be managed by this tool;
  • Automatic flow-map generation based on lake shape:
    • Directional: useful for sea or huge lakes where the main speed is gained by wind;
    • Centra:l useful for lakes, it will push all objects into lake borders;
  • Simulation tool: place one point and generate a lake from that point. The system will analyze terrain and slopes to put the proper lake shape;
  • Lakes could be snapped to terrain or any 3d mesh. You can overlay the area by that trick with additional terrain texture;
  • Change verts distribution: increase their density;
  • Realtime CPU or GPU shape tesselation: useful for detailed or huge shapes. Generate a low-resolution lake or sea and it gets density only near to the camera;
  • Get normal direction from terrain or 3d mesh under the lake. Good for paths or lava;
  • Lake terrain functions: carve, paint it, remove foliage;
  • Spit lake into multiple meshes;
  • Waves could be synced between players and server via single value "time offset";
  • Read, and export points and information into CSV;
  • Export mesh into unity asset;

Waterfall system

  • Place a few points via spline and simulate/generate the waterfall from them;
  • Manage direction, water power, and bumps from collision;
  • You can overlay 3d objects with the physically generated waterfall;
  • useful for very complicated waterfalls to simulate how water will behave over those shapes;
  • Save and read setup via profiles;
  • Loop it to generate a fountain;
  • Connect waterfalls with lakes and rivers, via vertex alpha automatically or manually;
  • Mix and change via mesh painter;
    • Height Painter: manage height via painter, generate cascades, etc.
    • Flow map Painter: speed up or change waterfall direction;
    • Vertex Color Painter: Add or remove a small cascade, waterfall, slow water, and foam on the water. or layers at the swamp. All effects that depend on vertex color could be managed by this tool;

Fence system

  • Save and read setup via profiles;
  • Generate fence, with posts, spans, and beginning and end objects, randomize objects via probability;
  • Place points or read it from other fences, river spline, or lakes to generate parallel mesh
  • Support for 3d meshes and decals
  • Manage 3d mesh:
    • scale;
    • rotate;
    • bend;
    • snap-generated mesh to 3d objects or terrain;
  • Generate cliffs, pipes, walls, road borders, stairs, stair borders, pavements, curbs;
  • Randomize fence by random seed;
  • Loop it;
  • For not well-prepared objects for the fence system, you have position, rotation, scale offset but also axis, mirror changes, and mesh bounds reader to get the object shape;

Additional simple spline system

  • Save and read setup via profiles;
  • You can paint unity terrain globally or locally via predefined profiles that are based on slopes, noises, and terrain shape;
  • Use it for your own goals not related to lakes, rivers, sea, fences, or waterfalls

API and other features

  • You can generate and simulate everything at runtime with our API;
  • You can modify scripts yourself;
  • Objects with our shading could become wet or heated by our splines, lakes, waterfalls:
    • at runtime;
    • at runtime via time;
    • at editor mode;
  • Objects with custom shader can be colored via vertex colors so you can get effects of:
    • Get dirt or wet after the car crosses the river, it will disappear by time after the object leaves the spline;
    • Get dirt when the car is moving on the dirty road it will disappear time after the object leaves the spline;
    • Any effect that you save on the vertex color;

Additional vertex painter tool:

  • Vertex painter for any other 3d meshes not related to our lakes, and rivers;
  • Paint vertex color, UV, and height;

Physics:

  • With our buoyancy script, you can move objects on the water surface or just below via a river, lake, waterfall, or sea flow map;
  • You can add/use this vector to your own physics scripts so ship, car, or any object will be affected by current river speed and direction

VFX particles:

  • Particles built as fast VFX system;
  • In the future particles placed automatically on waterfalls, cascade with SDF

ROADMAP

  • tutorials about every aspect of the asset
  • underwater effects;
  • sea physics based on sea waves;
  • sounds spawner;
  • stylized water shaders, but at the moment you can use shaders from R.A.M 2019;
  • Automatically placed particles with SDF;
  • More advanced VFX particle

Most of these features are actually in advanced stages but too early to put into release.


Pack co-op with lava solution L.V.E 3 - Lava and Volcano Environment 3 based on the same spline system (learn one system to rule them all):

The pack also works very well with our Ice World system which basically is frozen water!


Pack has been using third-party solutions like:

  • Pack contains Triangle.NET library under MIT Licence checks licenseTriangleNet.json file in the package for details;
  • Pack contains FrancNormalSolver.cs based on code created by schemingdeveloper check file for license details;

You could also look at our other packs:

Assets bundle:

Unity Tools:

Environment:

Levels:

Ground Textures:

VR & FP Models: