#⛰️┃terrain-3d

1 messages · Page 1 of 1 (latest)

radiant token
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Blender

tall marsh
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ok

rapid crow
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Does unity have as many tools for modeling as blender? if so, where do I find them

thin ibex
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No, because Unity is not modeling software but Blender is

rapid crow
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i couldve sworn i saw people modeling on unity

undone lark
rapid crow
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so i have to import models from blender

shell jolt
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yes

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if you just need a blocky looking models in your game, ProBuilder can do that... but just that.... it was meant for prototyping

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trust me, you'll hate using that

jovial dragon
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Is there a way to "map" a 3d area with a 3d camera and import that area into a unity scene? Like a tutorial for that

clear heath
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Im having a problem with occlusion not working can anyone help?

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its not working on trees to be specific

loud bramble
# jovial dragon Is there a way to "map" a 3d area with a 3d camera and import that area into a u...

I've seen a lot of megascans in UE5 recently. Seems to be a unity integration too: https://help.quixel.com/hc/en-us/articles/360002558138-User-Guide-Megascans-Plugin-for-Unity

plush hamlet
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hello,

sometimes my player fall under the terrain (or a simple plan shape that I'm using as a floor).
what is the best way to deal with this ?
wider collider ?
wider floor mesh ?

winter minnow
plain jetty
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How do I stop terrain grass/trees from colliding with other objects within the scene?

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Do i have to manually paint it or is there an easier way to just mass delete any grass/tree that is colliding with another object?

royal raptor
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Anyone using Bakery GPU light mapper ?

proven crystal
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The result of combining TerraLand & @worldcreator3d, based on Geo coordinates

quick zinc
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your near clipping plane is not close enough

quick zinc
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you are welcome!

tiny sparrow
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I'm having trouble getting the terrain paint brush to work. I'm not allowed to add any material to the current "settings" under terrain. Is there something I'm doing wrong?

regal rose
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Looks like from Snowpiercer cinema

tiny sparrow
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It started as a ball game but then somehow my mind went to trains and now it's a train game

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Not sure why I can't paint textures though

regal rose
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Looks realistically

tiny sparrow
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Still can't seem to figure out how to paint the terrain

regal rose
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Ye. The same problem. It is so hard to paint a good terrain. I thought it is easier

viral brook
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Anyone has some ideas onto why the tutorial (up image) Sand Albedo from Standard Assets is way brighter than the same texture from my project?

fading knot
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Hey how can I get a single grass mesh for terrain detail mesh without importing big packages

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I tried to create one but failed

regal rose
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I imported grass from MegaScan

queen idol
manic fog
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hey i have an issue where in the scene the trees that arent loaded show up as white in the distance in the built application

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is there a way to fix that?

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hello?

manic fog
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nevermind i figured it out

foggy igloo
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Why is my terrain dithered?
And how can I remove it?

fervent hatch
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I want to use rocks and bushes with LOD in the terrain system, but LOD Group components are not supported by normal details. Is there any problem in performance if I add it as a tree instead?

rose sentinel
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Why is my terrain looking shiny with URP TerainLit material?

delicate ravine
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hello
i have bunch of trees prefabs with scripts on them, means i have to place them one buy one, is there is easier way by using terrain tools?

signal dust
shell jolt
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Unity isn't photoshop 🍞 🍴

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You must use custom shader

rose sentinel
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Use brush

verbal nest
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Hey, currently I've imported a height map texture of a real island and put that in Unity's terrain, and it works perfectly. The only thing is, the ocean is flat... and I don't feel like modelling 25kmx25km ocean myself, so does anyone know how I can import the ocean heightmap as well? I've used websites to get the terrain heightmaps and all, but it didn't work with oceans afaik. Any help is appreciated 🙂

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Ive looked everywhere and still can't find any high quality (or at least any quality) ocean height map data

verbal nest
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I found one, though couldn't make it work properly with the existing terrain

verbal nest
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Hi again, whenever I try painting a texture, the texture gets painted above the spot where Im trying to paint it, as seen in the image. Can anyone help me fix this because I dont know what's going wrong here

remote wave
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Hey what tool can i use to build my world in Unity? (With a cartoonish style like Mario Odysee or Yokaa Leely)

delicate ravine
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Hello , im using terrain paint details to paint grass
my issue if the player place a structure on top of the grass , the grass will stick out from the floor
is it possible to make it not render if there is a structure near it?
or the only fix for this is to make the structure floor high / grass smaller
thank you

brisk flare
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Are there publicly available tools for sculpting more dynamic maps like those of risk of rain 2 or slime rancher? I've been looking for ways to build environments and I've tried the unity terrain system but it doesn't exactly fit what I'm looking for.

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things like this

errant bluff
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hello

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how do i get the grass to have space between them

delicate ravine
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the lower the more space between them

errant bluff
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Okay thanks

delicate ravine
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how can i make caves in unity with terrain? what brush can i use?

vale sentinel
delicate ravine
vale sentinel
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oh does it not work horizontally too

shell jolt
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You cant do things like overhangs with unity terrain.. or an actual cave with a hole that we can literally explore the inside of a cave

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Make your overhangs/caves in blender... Sometimes i do wonder why they cant do this ootb 🍴

frozen hearth
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is there a way to change render distance of trees i painted onto terrain? after i paint my trees on, i have to more my camera closer just to se what has been painted

whole kayak
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Heya, I've made a material with a comp shader to render grass. Then I went to paint it on a terrain and realised you can only paint textures, not materials >.< any idea of how I can go about getting my grass in?

fading knot
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I was adding the grass mesh but it says renderer component is missing, it already has mesh renderer and mesh filter what should I do?

weak imp
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anybody know how to unlock flythrough mode?

pulsar mortar
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Hey all, I'm using HDRP on 2021.3 and my "Edit Grass Texture" option is greyed out. I can't find any settings or anything on google about this. Anyone have any ideas?

harsh briar
fading knot
harsh briar
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Can you send a screenshot of the grass prefab.

harsh briar
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Ok, I didn’t realise you were trying to add a mesh.

fading knot
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???

harsh briar
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Doesn’t matter, why don’t you create a 2D grass texture and use the paint grass option rather than a detail mesh. That would probably also give you better performance.

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Maybe you need to use the child of the grass parent. Because that’s what the mesh renderer is attached to.

harsh briar
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Ok nice.

weak imp
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not sure if this the right chat for this but anybody know how to make objects cast shadows but not visible to the camera?

rose sentinel
fervent crown
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how do i fix this?

wide mulch
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Hello guys, I was watching some videos about Unity and I got a question. How do you make such custom maps/levels "out of grid" like in the screens? Do you draw them on photoshop and import them as gameObjects ? (but must be consequent size of pngs)

peak hare
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Is it possible to use the tree brush tool if I'm importing the terrain from blender? If not is there a tool that's equivalent?

shell jolt
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There are tools for that yeah, such us Polybrush... but it sucks...

Better off making your own tool for scattering, it's not that hard

sand sentinel
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Hello guys
I have a problem with making holes in the terrain
I create a terrain and draw a west hole and then build android and everything is correct
I install the "Shadergraph" package and get the Android build again without changes, but the hole is no longer created, did you have such a problem? My unity is 2022

sand sentinel
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My problem is only with the hole in the terrain, which is no longer created

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In Editor everything is ok but after Android Build this problem occurs in mobile

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If I remove the ShaderGraph, everything will be fine again, can someone take this thread to see if the problem is only for me or for everyone?

jagged bridge
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is this decal ? or what?

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why battlefield terrain so high detail?

rose sentinel
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You combine terrain and models to make this stuff

sand sentinel
unreal lark
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I'm having a similar problem as @sand sentinel with Unity 2022.1 URP. Haven't tried building anything yet but I can paint holes in the editor and they show fine but as soon as I go into game mode the holes disappear. Anyone know why that would happen?

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I am not doing anything with Shadergraph however.

ancient holly
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is there any way to have a terrain brush that draws in cubes? as in, it would look like a minecraft world, but it wouldn't be procedural

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should i set it up like it's procedural but feed it the same perlin noise every time?

potent crest
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Hi, I was wondering if it was possible to add more vertices to my plane since this is not even close to enough for the texture painting I need

formal mountain
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Does anyone know what type of terrain a iOS game like rise of kingdoms has

cloud garnet
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Is it possible to replace a terrain layer by an existing layer? I can only seem to replace it by one not on the terrain yet, or remove it - but it only gets replaced by the first layer.

ancient flume
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Does anyone know how to detect if a player is standing on terrain grass vs regular terrain?

winged solstice
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How would i go about making a low poly terrain ? Is there dome specific software or sum?

icy parcel
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Is there any way to create terrain with heightmap using c# ?

winter minnow
icy parcel
wet oriole
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Is there any way to blend models and terrain together to make it smooth? Just putting the model there leaves a nasty crease

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Left is the model, right is the terrain

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I would also like to make the textures look the same but that seems less likely

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They're already the same texture, though I'm not 100% sure why it looks so much better on the model

grave basalt
# wet oriole

different texture scaling and the normal difference on the location where mesh and terrain meet each other

wet oriole
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Oh! That seems useful

unreal lark
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Anyone know what causes these squares in the terrain and how to fix them when using an orthographic camera?

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Happens when zoomed in or out and from any angle.

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Squares aren't there in perspective view.

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Happens in all scenes with various different terrains.

severe elbow
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hi im here again, with another dumb problem,
i tried to sculpt a terrain but my textures are keep getting distorted/being low quality, i cant find the solution

shy urchin
severe elbow
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what's going on here

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i really dont know

severe elbow
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ok i got rid of roblox texture resolution, but its still tinted green

severe elbow
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its not a problem with material

quaint wyvern
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lmfao

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i might use this from now on

balmy bear
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guys this happens in build mode, the 6 slot of the texture paint of the terrain turn black
,any texture

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any ideas?

runic wing
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has anyone ever had an issue where any details you painted onto a terrain (like flowers) no longer could be edited and seemed to disappear from the terrain details list?

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the details still are present on the terrains, but it becomes impossible to add or remove those details

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ah nevermind, it wasn't the details that I used 🤦‍♂️

distant vine
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Hey Im creaking a chunking system where each chunk composes of the default unity plane mesh (collider and renderer)
I am passing the mesh data from each chunk into a compute shader that will adjust the y component of each vertex according to a heightmap that I provide my script

The problem that I discorvered is that by modifying the mesh data for one of my chunks affects the mesh data for all.

I looked into it and realized that each imported mesh in unity gets shared across all gameobjects that use it (to save space I assume) but what if I want to have each chunk have its unique mesh data that I can modify?
Would I need to generate a new mesh for each chunk instead?

I am also interested in instancing the chunks but that seems like an easier problem to solve because I can just pass in one plane mesh along with the heightmap data for isnstancing

rare tulip
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Hello! I had a pretty basic level doubt regarding the Unity Terrain System.
I am trying to add multiple "Detail Objects (Grasses)" in my terrain
The problem I'm facing however is that, in Unity, there seems to be a global Detail Density slider.. which affects ALL detail objects..
Is there no way to choose local density settings for any given grass / detail

fervent hatch
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Sorry if it's a stupid question, but does RaycastHit.textureCoord in a terrain give the same uv in the splatmap? My goal is to detect the strongest layer for step sounds and particles

barren oak
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A Vector2 zero is returned if no mesh collider is present in the GameObject.

fervent hatch
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thanks

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I am also having a bit of trouble adding a 5th texture to my terrain. It creates a second splatmap, but I can't add the texture (it paints black instead)

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do I need to do something in order to allow more than 1 splatmap?

fervent hatch
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Nevermind,, closing and reopening the program did the trick

hoary ore
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Hi im creating my terrain and have to paint in trees shrubs ect. However it states i cant paint because i dont have a mesh renderer i have inported my models from blender and need help any reasons?

gloomy zinc
radiant token
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I created a custom terrain mesh but its mesh collider doesn't work unless I made it convex but that creates a new problem that the mesh has too little triangles so you float above it. Any solutions for more triangles or not needing the mesh set to convex?

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Oh I know my problem, the custom mesh is only one sided which means it cannot create a non convex mesh collider, the solution would probably be to either use a real terrain collider or double the amount of vertices with the others slightly lower to make cubes instead of one sided triangles

still tendon
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Hello I started to have this error

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at line 1853

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I tried re-installing my editors and creating new project, the problems seems to be in URP.

rigid junco
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Hey guys, what's the way to add grass on Terrain in Unity HDRP? I'm confused why is it not still natively supported

rigid junco
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Should I use some hacky shader or a custom renderer with DrawMesh/DrawMeshInstanced?

remote sluice
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I'm using HRDP with detail meshes but for some reason they wont show up when I paint them on the terrain. I have no idea where to even begin troubleshooting this one

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It doesn't even register anything happened, it doesn't ask me to save the scene

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my settings for the prefab and the prefab respectively

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also I get this error when dealing with this

safe stag
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you can select all the assets in the file explorer and drag and drop them into Unity

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I was

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Just image files, pngs afaik

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Because each channel has it's purpose. This one's for terrain

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Create a terrain object and apply the heightmap

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You've exported it as over a thousand individual heightmaps?

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What type of game is this?

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Ok, you'll need to do a bit of digging as I'm unfamiliar with large multisection terrains, but you'll want something along the lines of a quadtree

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It's not really written anywhere but we can only help those who are willing and able to help themselves. I'm not going to do it for you and I've pointed you in a decent direction. Good luck

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You hadn't even heard of a quad tree prior to my bringing it up. You've learnt a new term, go google it

undone lark
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No one is forcing you to be here. 👋

remote sluice
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Can I get detail meshes to adhere to the slopes of terrain? Like, its normals

hoary ore
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Hi ive inported my terrain and i wan to paint trees across my land however it says i do not have a mesh render on my prefab so i added it and it still says i dont have a mesh renderer

winter minnow
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Mesh renderer also needs a mesh filter, otherwise it's not referencing any mesh

rigid junco
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How do I use terrain detail in HDRP? Do I need a custom solution?

quartz echo
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Can I produce something like this using the built-in unity terrain tools? If I can, how would I reproduce the flatshaded style. Im trying to make a beach terrain

quartz echo
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Or do I have to make the terrain in a 3d program then placed the miscs manually?

cyan copper
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hello, seeking some advice;

i find it a bit hard to sculpt from top-down "God view" my terrain of tropical islands to be realistic but also sanely navigable, i.e. not too steep / not too shallow etc., just the right rate of incline / hill / valley / level clearing etc.

it would be useful if i could do something like 1) quickly "alt-tab" in & out of First Person controller to test the eye-level view of the terrain, adjust > switch & test > adjust > switch & test etc., maybe even sculpt FROM the first person controller view 2) or if there was some way to snap from top-down view to a preset eye-level view, if Editor had some way to setup viewing positions to quickly switch between?

sleek yoke
hoary ore
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Hi i have a terrain set up and now i want to paint my details onto it but it isnt placing when i hold down left click

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is it because theres no texture on the terrain

turbid linden
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Hey everyone, I wanted to know how I could paint on only one of those terrains?

turbid linden
cyan copper
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are there more precise terrain sculpting tools around? i find myself struggling with the brushes given, even with the terrain sample assets package installed, i need more fine grain control maybe even on specific edges/vertices adjustments... anything like that available (ideally free) ?

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for example trying to sculpt a beach, FPS player can enter & exit the water, it's important for a good precise curve of a transition from ground to underwater, cant be to steep, cant be too shallow, needs to be at the right scale relative to player scale, just can't seem to nail it precisely with the provided brushes...

hoary ore
hoary ore
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in fact i want to paint a texture onto the terrain but i dont see an option any help

gleaming jetty
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Ayo

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question

gleaming jetty
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Here goes a question: I created a terrain, textured it and put some trees down on it. I want my game to take place at night aswell. Once i crank down the skybox lighting multiplier to something like 0.25 or 0.5, everything goes dark except the painted trees which just remain as they were at "daytime".

Is there some way to get the trees to adapt to lighting other than placing them manually?
Thanks!

hoary ore
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im painting my trees and there extremely tiny and have no textures

cyan roost
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Does anyone know how to join multiple terrain objects into one with terrain tools?

shell jolt
shell jolt
cyan roost
steep schooner
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Hello 🙂
I used in the past a program that could create a normal map, height and occlusion map (if i remember correctly) from an image
can't seem to find it again
(it was a small program, maybe github, not photoshop)

steep schooner
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nvm, i found "AwesomeBump" it does the work

keen rune
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does anyone here have a like a tutorial asset which has a like a floor and platforms ramps and walls just to test player movement in and like wall running and grappling

winter minnow
hoary ore
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what does this setting mean please help me

hoary ore
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That being nature occlusion

keen rune
winter minnow
quartz echo
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I made the models in Blender(You can get the program in steam)

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How I made my terrain is by using the sculpt tool on a subdivided plane

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I hope it helps @cyan copper

cyan copper
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@quartz echo thanks, is it possible then to convert an imported mesh as a Unity Terrain?

quartz echo
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I was recreating our landscape

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They used the unity terrain tools and it looked bad

cyan copper
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ye... i guess i'm not the only one....

cyan copper
quartz echo
cyan copper
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i see

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very nice graphic style 👌

sacred island
polar wadi
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I made my own tileset today for rule tiles but I can't figure out how to get water to appear here instead of grass via rule tile.

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I suppose I can't

hollow mango
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why is the height map resolution not in 2x, but slightly off?

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my goal is to try and make the terrain grid fit within the world grid

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right now its off

gaunt anchor
agile fiber
cyan copper
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@agile fiber i'm not against doing the terrain in blender, just gotta learn how... am already to some extent familiar with terrain shaping & painting in Unity, am hoping it would not be too hard to port that knowledge into blender...

shell jolt
# agile fiber It is possible to convert a blender landscape to a raw file that can then be imp...

A quick demo of using Blender sculpted terrains as height maps in game engines.

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▶ Play video
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in the later version of Blender, exporting heightmaps way way much easier

shell jolt
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due to my limited english, that may just confuse you even more... either way, you can do your own research on this, plenty of explanations on forums etc regarding this matter

cosmic flare
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just wondering for a 2d pixel game, if my characters are all 32 pixels does the tile set for the map need to be 32 ?

cyan roost
cosmic flare
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also what is the right channel

cyan roost
cosmic flare
solemn fog
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how do i access the pipeline?

short idol
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Quick question, which terrain setting controls the detail of the terrain? Im trying to get my terrain to look really blocky/low poly but ive gone through almost every setting and cannot find it

shell jolt
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lower both height and terrain resolutions, there's a limit still how blocky it would look, and the brushes settings affect that too

junior gull
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i created a ground in blender but when i import to unity it is missing terrain data

how can i use it as a terrain for NavMeshAgent movement

shell jolt
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What you want to do is to export the heightmap to Unity. This is totally optional btw

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without it, you just do the usual with Navmesh, set the layer mask for walkables, jumpables etc then bake it

tiny wyvern
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Does unity still have problems with more than 4 textures on a terrain?

fading mountain
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Is it possible to put ambient occlusion maps into the terrain tool textures? similar to how you can for normal maps

hearty marlin
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How do i stop it from going blocky like that whilst trying to paint a path?

shell jolt
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Play around with the blur radius

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you may as well use SmoothHeight brush to make them look smoother

rigid junco
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If I understood correctly what you mean

fading mountain
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tysm

weak hinge
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Does anyone know if the 2021.2+ tree/detail rendering in Unity uses GPU instancing indirect or not? (i.e via compute buffers). Trying to tell if something like GPUI asset is necessary anymore

shell jolt
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Keep in mind that the SRP batcher is always priority in Unity, even when you ticked the gpu-instancing if the shader SRP Batch compatible and SRP enabled in the renderer, it will be SRP Batched, not instanced...

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Still mind boggling me to this date why they don't bother to make this toggle-able at least 😵‍💫

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or at least to let user to be able to custom set the priority for the srp vs instancing

weak hinge
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Even for terrain details they would use the SRP batcher? Surely GPU instancing is way faster with that number of items..

shell jolt
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I personally don't use terrain detail, due to it won't allow me to make my own LOD, the default billboarding of terrain-detail pretty much sucks ass tbh... everything on my terrain are scattered with the tree tool with preserved layer-mask on instantiated tree so I can still have much control over it

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Give it at try and profile it, it's quite easy to see if they're being instanced or srp-batched in the frame-debugger

polar relic
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hello!, not sure if this belongs here but..
I've made a randomly generating map made out of tiles, now the draw calls is too high
do i use dynamic batching or static batching? the tiles are placed and never changed from that point

delicate ravine
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getting this lines when painting terrain, is the issue from the texture itself?

quasi pecan
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how do i lower the minimum brush size cause for me it wont go lower than 134

fervent hatch
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how can I use a mesh collider into a tree using the terrain system? My goal is to identify the wall with a raycast so I can change it's material to a translucent material while player is occluded.

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It works perfectly when the tree is a prefab, but once I use the terrain to add the tree, the mesh collider stops working

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mesh collider is like this

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there is no other collider since I use Navigation.AI to avoid collisions instead of physics.

rose sentinel
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im prtty dumb if it is a easy fix to this but when making grass how could i extend the distance of seing it cause for me its rlly low ive maxed out detail distance and detail density but its not helping alot

shell jolt
shell jolt
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also note, using terrain detail is still the recommended way 😉

hybrid jungle
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does hdrp have issues with terrain texture painting

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cant get it to work...

thorny swift
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is there any way to see how Unity is calculating PerPixelLighting on terrain, my custom function leaves this broken lighting at the edge of terrain, cant use multiple terrains because of it

fervent hatch
thorny swift
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I get the lighting, but I cannot get the normal map from terrain the correct way

fervent hatch
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inputData.normalWS = inputData.normalWS * alpha;

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that's the normal passed to the function

thorny swift
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they say they calculate it from Heightmap, but u cannot get it from TerrainData, only in material on actual terrain

fervent hatch
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you can see the entire fragment function in TerrainLitPasses.hlsl

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it's Splatmap.Fragment

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About heightmap, the code says this: // disable Height Based blend when there are more than 4 layers (multi-pass breaks the normalization)

thorny swift
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Yes, I am in there, and what he is doing is getting the _TerrainNormalmapTexture, which is somehow created and passed into a shader, but where and how it is calculated is never mentioned

rose sentinel
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Anyone know why my sand is so.... wet?

rigid junco
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or change specular to black, not sure I can't check in HDRP

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or you have Screen space reflections cranked up... hard to tell

proven crystal
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Combination of TerraLand and Easy Road...

rose sentinel
thorny swift
rigid junco
rigid junco
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but yeah, try with a black Maskmap texture first, like Kristian said

rose sentinel
rigid junco
rose sentinel
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any good free terrain asset ?

quiet basin
shell jolt
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make your own mask map accordingly

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and adjust the property from there\

rose sentinel
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I’m loving this community
You guys are all so responsive crying

thorny swift
thorny crater
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hi! was wondering if Its possible to transfer the terrain I made in another project?

rigid junco
rose sentinel
rigid junco
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and wdym doesn't work, nothing changed when you put a black maskmap?

rose sentinel
rigid junco
rose sentinel
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literally everything i have in my scene lol

rigid junco
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well, post processing could be in your Camera gameobject for example... but if you say so I believe u

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If you can take a video where the camera angle changes, it's easier to pinpoint what causes that. Otherwise im out of ideas

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(you tried adjusting the smoothness slider right)

rose sentinel
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@rigid junco

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nothing lol

rigid junco
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I mean turning the camera a bit

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but it does indeed look like your smoothness is just cranked to 1 somehow..

rigid junco
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yea I would test if you can produce this result with a new terrain and new terrain layer

undone ferry
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Not sure if this is the place to ask but I'll give it a go. Tryin to make something BIG, and I've got multiple terrains on the max setting of size. I want to edit them each individually, however no matter what I do it just keeps editing them all. Is their a way to make this possible?

rigid junco
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you need a separate one for each

undone ferry
regal atlas
olive musk
#

what is the difference between tree and details on terrain? any performance boost on details?

#

what are trees? are bushes tree? are rocks trees or details? can detail have colliders?

proven crystal
undone ferry
#

@rigid junco Any chance I can send you a DM? I tried what you said with the TerrainData asset thing and it worked ish?

rigid junco
#

or just make it a thread

#

preferably

undone ferry
#

I'm actually not sure how to do that but I can keep it here

#

I have 20 terrain panels, yesterday when I edited 1 they were all edited. I did the thing you said changing the TerrainData ASsets and it worked to the point where when I edit 1, it edits the 10 on the top half and then if I edit one of the bottom it does the bottom half

rigid junco
#

but still sharing some

undone ferry
#

I think? I'm not sure I'm still new to all of this. But in the "Terrain Data" section in the "Terrain Collider" they all have different "New Terrain" 1-20

rigid junco
undone ferry
#

Would that just be in the Terrain Settings?

rigid junco
undone ferry
#

I appreciate the help

#

I tried googling around but I felt like I was just smacking my head against the wall lol

rigid junco
#

this is a bit confusing, i can't seem to be able to do that either

#

ill look around

#

i need to do it soon too anyway

undone ferry
#

I appreciate it, if you can't get it no worries. I think I'm biting off a little more than what I can actually chew ya knwo

rigid junco
#

that creates a new terrain with its own terraindata

undone ferry
#

So I did that, but then deleted the terrain it made (since I had my grid all set up) and the asset stayed so I individually changed it down in the collider

rigid junco
#

oh okay

undone ferry
#

Maybe I just have to do a new one each time and then just go from there?

#

Instead of duplicating for ease

rigid junco
#

they are in your collider only, not in Terrain

#

if you drag a TerrainData in the TerrainCollider i mean

rigid junco
#

I don't think duplicating a Terrain gameobject is that healthy it seems

#

the TerrainData gets shared or otherwise messed up

#

so I'd delete all but 1, then create each new one with the menu i said above

#

you can use the same Terrain Layers (the "Textures" or "ground materials") across different Terrains so it shouldnt be a problem

undone ferry
#

Thank you so much for the help, a lot of this is very overwhelming

rigid junco
#

I understand

rigid junco
#

GameObject > 3D Object > Terrain

#

good luck

undone ferry
#

thank you again :D<3

cloud bone
#

Hello, do any of you guys know why in URP (dont know if in built-in) the Draw Instanced Terrain makes the terrain not read the Ground color from the skybox ( (Lighting -> Environment -> Environment Lighting (Gradient) -> Ground Color))?

shell jolt
# cloud bone Hello, do any of you guys know why in URP (dont know if in built-in) the Draw In...

that's known issue for years and nothing we can do about it without using custom terrain shader... see this issue https://issuetracker.unity3d.com/issues/terrain-is-not-affected-by-environmental-lighting-when-draw-instanced-is-turned-on

#

still under cosideration like.. why? 😵‍💫

#

long story short, it will break the terrain instancing you can try this yourself with your own custom terrain shader if you wanted to

#

the instancing for the terrain is unlike any other method, it splits the mesh into chunks

cloud bone
#

thanks a lot slim!

mental orchid
#

hi guys im new to unity
why cant i edit the properties of the cube?

shell jolt
#

you can't edit the template/default materials.. make a new material and assign it to the object

mental orchid
#

ty

blazing solstice
#

I'm trying to find the shortcut for erasing texture paint (brush) on the terrain-tools but there is no information about that in the manual.
Is there a way to erase paint brush strokes while painting on terrain?

rigid junco
shell jolt
#

would changing splatmap resolution on an already sculpted terrain change the look of the terrain itself?

jagged ferry
#

Make it look like this:

maiden idol
#

im getting a really weird issue in my vr game
i made a room in blender (no rotation at all and manual moving specific vertices)
put the room into unity, again with no rotation at all
but when i raycast down
it shows as if the floor is tilted
any clue on what it could be?

native basin
#

I don't have the option to add roads

#

does anyone know how to fix this?

winter minnow
#

Roads are most commonly some type of procedural mesh

native basin
#

in this tutorial he has road

winter minnow
native basin
native basin
winter minnow
still tendon
#

Hello, can i add lods to terrain detail prefab?

shell jolt
#

You can use tree tool to do it tho

still tendon
still tendon
shell jolt
shell jolt
still tendon
#

ah sorry misunderstood, i thought i needed to use another tool to configure the detail mesh

still tendon
shell jolt
#

wdym 😄

#

Make your game 1st 🙂

still tendon
#

I think i should do some research before asking someone questions 😄

shell jolt
#

goodluck

shell jolt
#

feel free to chip in, and hope the devs actually take a peek of it... proly not.. well, at least I tried 🙂

still tendon
native basin
#

is there a way to just stretch this so that it copies this tile over and over instead of setting the tiles one by one?
Image

muted hinge
#

Dunno if this is the right place to ask, but does anyone know if version control would be able to merge two people working on the same terrain or would there be conflicts?

#

I'm guessing there probably would be conflicts considering it works off a singular terrain data file of which isn't very conflict resolvable

shell jolt
#

you'd need something like a triplanar-like shader or something along those lines to be able to stretch the object without messing the texture

native basin
bold dust
#

Im trying to make an intractable city in my game where should i start Im trying to figure out how i should make the buildings and roads ect

dusk shale
#

help i put a texture in my terrain but now it is blue

dusk shale
#

is it the urp

steady pasture
#

look at your terrain texture and see if it is blue

steady pasture
dusk shale
#

my texture is not blue

#

i checked it twice

#

imma try another texture

dusk shale
#

i dont want a smurf game 😭💀

#

that never happened to me

dusk shale
#

helpp

#

it was the lighting 💀

cinder spindle
#

I'm getting weird light spots on my terrain on IOS, does anyone know what causes this?
This problem is on IOS only, looks fine in editor, and on Android

#

The project uses URP

cyan copper
#

hello, i have a prefab composed of 3 objects i.e. 3 meshes. how can i use it as a detail mesh to paint onto terrain? currently when i try using it as detail mesh it separates them apart... how to make them stick together like a normal game object?

#

is there maybe a tool to combine 3 distinct meshes into 1 as an asset / mesh / prefab?

minor forge
#

my tools are glitching... i can not access all the settings and tools, because somehow the unity layout is not working properly with the terrain tools. sometimes restart helps, but i dont want to restart 3 times per hour... any fixes or solutions?

minor forge
#

is the terrain collider paper thin? i mean that if i hit it with small projectiles are they likely going to fly though it without colliding at all? i originally made my game with just simple cube shapes and they can have deep colliders. i am now changing to use the terrain tools, but i am thinking that should i leave the cube shapes under the terrain collider so there is less projectiles leaking through the "floor"?

rotund drum
#

Any tips for optimising terrain for WebGL builds? maybe some good assets or example projects are known for you??

shell jolt
rotund drum
shell jolt
#

Not quite sure what tou mean by that tbh, sorry 😫

rotund drum
# shell jolt Not quite sure what tou mean by that tbh, sorry 😫

If you use Addressables, the webgl build includes all possible shaders variants into your memory. Normaly you can select shaders you want with shaders collection and strip everything else on build. But it seems terrain does not work the same way, so I thought maybe anyone knows some tips about that.

shell jolt
rotund drum
shell jolt
#

Yes, its called instaced terrain, which already there, you just need to toggle it on, in the terrain settings

rotund drum
#

This one?

shell jolt
#

Also note, that it has its own limitation in terms of making it works with pp or even custom render feature

#

Yes

#

You'll noticed that your terrain drawcalls now reduced like by a heck lot

shell jolt
rotund drum
winter minnow
shell jolt
#

replacing tree instances with MeshIndirectInstanced 😃

ionic ice
#

G'day guys, so I basically have no artistic flare in me and need some help with a terrain 😅 basically im making a "synthwave endless runner". I need my terrain to basically just have that purplish neon box look - but I have no idea where to start lol

shell jolt
#

Look up for volumes if you're using URP

#

and learn what the overrides there would do to the game

marble sentinel
#

I am currently on Unity 2021.2.5 URP

marble sentinel
#

is there a way to force Unity to not draw on the terrain I currently pressing my mouse on but only on the selected one? (I have overlapping Terrain and it messes things up when unity thinks I now want to draw on the other one while I don't actually want to

#

My current workaround is to entirely disable the other terrain which doesn't seem like is should be necessary

winter minnow
marble sentinel
#

I use one overworld terrain and another one for an underground cave

#

Underground Terrain:

#

Terrain Ontop

#

Transition without Props:

#

The problem I have is that when I draw ontop of the cave on the standard world terrain it sometimes bleeds through and also alters the cave terrain. Which was really annoying since I had ro reshape the whole cave^^'
Till that point I was just assuming that different Grouping ID's would be enough to not cause any bleeding. turns out Grouping ID doesn't care about that

winter minnow
#

Ah, that does make sense
Still, probably not something they anticipated

marble sentinel
#

Yeah, I wasn't assuming that there was an easy fix for that but hey, why not give it a try

#

I appreciate that you took your time to listen to my problem Spazi 🙂

shell jolt
#

BACKUP 1st!

#

note, most common operations such as raising, setHeight etc would still affect it... this proly a bug on their end

shell jolt
#

including the treeInstances

marble sentinel
shell jolt
#

GroupingID only for when you want to AutoConnect the terrains in the same group

#

also, they don't lock the placing of the terrain now, unlike in the old days, so you can freely move them, as long as they're not connected to each other

young wadi
#

I imported my map from blender in FBX
and there is no terrain

#

this green terrain

#

pls help

young wadi
#

i mean

#

thanks

jagged cloak
#

hello guys im trying to make a tunnel in blender with multiple cube and when this is used in unity editor the framrate dropped a lot , is there anyway to fix it, did i do it wrong?

shell jolt
#

I doubt that is the case, but just in case, turn on the statistic info in Blender and see how many vertices the object has

#

also how many objects just for that one tunnel?

#

and how many materials used?

#

well, you used tons of objects there just for one tunnel 😆 .. afraid not..

#

you can merge those into single object, then apply the transform, and then unwrap the UV

#

if you want each faces has different color for example, you can just detach the faces by pressing Y in edit mode, and apply the transform again then unwrap the UV

#

...even so, your lag should not caused from just one tunnel 🙂 ... but who knows, perhaps it has millions of vertices 🤣

jagged cloak
#

yeah merge all the object did the trick ! Thanks a lot

#

i just started to use blender for like 2 hours

naive storm
#

why is my terrain doing this?

naive storm
#

?

marble sentinel
# naive storm why is my terrain doing this?

I can not tell you why it does that but my guess is that its some sort of rounding error shenanigan that happens at the border pixels between terrains. So I can not give you an explanation, just a solution:

Fix it by hand. The best way I found is to use the Smooth Height tool and set "Smooth Controls - Verticality" to 1 (Maybe this is a Feature added through Unity's "Terrain Tool" Package not sure, it is NOT the standard terrain it is an extra package that you need to download to Improve the standard Terrain, but it is 1000% worth downloading since it's free and adds really powerful tools for when you work with terrain)

Setting the Verticality to 1 means that the Smooth Brush will from now on only elevate your Terrain which is perfect for your situation

naive storm
#

i fixed it in the end, i did some stupid terrain raising stuff to fix it but i later realised that it can be fixed with the smooth height tool

#

thx anyway

marble sentinel
#

Do you have the Terrain Tools installed?

naive storm
#

yeah

marble sentinel
#

Perfect 🙂

#

For such situation Smooth is really handy since its less destructive than add or set height so its my fav solution^^

naive storm
#

yee

strong swan
#

can someone please help me with importing bob omb battlefield into unity? when I put the model into unity it's just gray

cyan copper
#

is it possible and are there scripts/assets to the effect of procedurally painting terrain texture based on Y height? ex. i want dirt/rocks beneath water level, i want wet beach sand right at water level, dry beach sand for 1-3 units upward of wet sand, then pretty much grass texture higher than that. can that be scripted / automated so it doesnt need to be painted manually?

rotund drum
#

I have question as well. So I build scene on webgl with Terrain. Stripped not nessasary shaders. And what I got quite interesting.

  1. PC -> no problems
  2. Android 8 -> no problems
  3. Android 12 , iPhone Xr-> Terrain shader is invisible. Bushes are visible, but not terrain it self. Culprit option -> Draw Instanced Without it terrain is beeing rendered.
    Unity 2022.1.16
    Anyone had seen similar problem or have any tips.
shell jolt
#

and why the heck you want to strip terrain shader 😃

#

webgl features different from one browser to another.. especially ios, it's very restrictive there in terms of what can be done and whatnot

tender lily
#

how do i increase render distance?

#

ihave plenty of trees, but they arent visable and the shadow map aint showing unless im close to the ground

rotund drum
# shell jolt and why the heck you want to strip terrain shader 😃

Striping is nessary to reduce memory usage. I am striping it completely, but only parts it does not use. Example of URP. If you use addressables with it, it will add all shader variants to memory and build,. and that is 180-300 mb of RAM. While stripping only shaders variants that are needed can reduce it to 3Mb in memory. As for webGL project it is quite big isnt it? Also I was able to make it work with instancing on mobile devices, but price is quite heavy:

#

I dont really see why terrain shader should be 18mb + 12 +9 in memory

rotund drum
#

you might want to remove dinamic cliping

rotund drum
#

Maybe material problem?

polar olive
#

Hi 🙂 Have someone link (or a tip) me to a tutorial on how to render very large terrains performantly (LOD...GPU/VRAM)..? It is about size of at least 10x10 km - Visibility must be >= 5 km

rotund drum
shell jolt
# polar olive Hi 🙂 Have someone link (or a tip) me to a tutorial on how to render very lar...

Common way to do it is to split them into chunks..

A recommended way to do it is to have just 1 main terrain, split that huge terrain into chuncks, dump their TerrainData, then just reconstruct the terrain with the terrainDatas over and over. This way you can have multiple artists working on multiple terrains at once and at the same time on their rig and just copy over the TerrainData

#

tho it's not beginner friendly so to speak

polar olive
#

@rotund drum OC - that anyway 😉
@shell jolt Hm..how can i split an ready mesh generated by DEM data? Or have i to use smaller DEMs and put them together?
Splitted in chunks i can add LOD.. of course

shell jolt
#

LOD is least of your concern here, Unity terrain system has instanced terrain so it would not be a problem, as for the trees it's up to you... seriously, make the game first then lod all the things later

minor forge
#

is this automatically writing over the terrain data even on hard disk and not only runtime memory???

#

i had a nice pre made map, but it seems i destroyed it with trying to change it on code

minor forge
#

this is my new procedural terrain (on the right), and it somehow over writed the old hand made one...

desert galleon
#

what should i start to texture for cartoony 2d game terrain, ex stone grass?

shell jolt
#

that said,custom terrain shader is the way to go..

shell jolt
#

also note, instancedTerrain won't work with custom passes

#

hope they fix that in the near future 🥲

rose sentinel
#

how do i make it

#

so the grass

#

always renders

#

or make it render further away

shell jolt
#

you can set the distance if you're using terrain-detail OR if you want to have more control over it, say your own lod and whatnot, just use the tree tool to scatter the grass and add lodGroup to the grass prefab

#

the terrain-detail uses bilboarding and the default sorta looks ugly, just saying.. you'll notice this immediately

shell jolt
#

it's a nice tool in Unity, but lacks some devs love 💔

rotund drum
#

What shader variants terrain uses differently on WebGL IphoneXr and android 12 ? As same shaders does work on windows and android 8, but not on other models. And editor shaders collection does not add them automaticly and they are invisible on phones.................

#

ANy secret key words?

#

Cant include all shader variants, as that is just too much memory

shell jolt
#

as said, webgl capabilities are not the same across browsers... it is a common knowledge that it's more restrictive on ios... check their requirements

rotund drum
night dirge
#

How to assign trees to the terrain?? I defined tree and bend factor, but I can't delete the default mesh renderer that is invalid. How to do so?

shell jolt
#

add lodgroup to the tree, thats the requirement for the tree, or use soft occlusion shader so it can be bilboarded... that said, it is recommended to make lod for your tree model... lookup what is LOD / level of detail on google

shell jolt
#

Set the cull distance of those trees, you can find it in the terrain settings

trail perch
#

how do i get rid of the jagged edges of the texture on the terrain? I found that decreasing terrain size fixes it but that also makes the whole terrain too small for my project so i can't do that..

shell jolt
#

raise the heightmap resolution and the texture resolution in the terrain settings

#

changing the heightmap resolution may change your already made terrain, so backup 1st and just incase shit happens

tepid turret
#

I get this error when I try to use terrain tools any pointers?

rose sentinel
#

Tiling's way too obvious

#

And I want a quick fix that only requires changes on the textures or terrain layers

#

That isn't scaling up the textures because it just makes them look weird or even more obvious

shell jolt
#

it depends on how your texture was made, and the environment lighting can help hide the tiling pattern that can be seen from a far enough range..

Other than that, look up for stochastic material

lusty cove
#

Hello, I have a terrain file that is combined with a total of 20 pieces composed of multiple raw files.
Can anyone suggest a way to get this properly combined with the other parts equally?
It's really, really hard to set the coordinates manually.
When I do it manually, there are gaps between them and an ugly image is formed in the game.
https://gyazo.com/b639708c15666bc3dde86c408d4c7ac0

winter minnow
lusty cove
#

omg thanks..

rose sentinel
frigid parrot
#

Is it possible to create a blockout in unity for scale then export those cubes to blender to then model off of?

winter minnow
shell jolt
#

fbx exporter used to work (never tried it on recent projects), it took a lot of time to finish, like super long, and if you have humongous terrain with high resolution heightmap, expect it to be stuck

#

just be careful

lusty cove
#

hi

#

I have more than one neighboring land, but I want to merge it into a single land, how can I do it?

#

It is very difficult to organize this way.

shell jolt
#

it might be, but you can completely cull those chunks and gain performance... which is quite a common move for multiple terrains setup

fickle nebula
#

is there any easy way to grab a mesh from a terrain?

fickle nebula
weary jacinth
#

hey everyone, im getting this strange issue with the terrain grass where it seems to lose its transparency and has a black background when in the build version, but looks fine in the editor playmode. im using a terrain data cloning script to clone my terrain data so that changes to the terrain made at runtime do not affect the original terrain data: https://gist.github.com/Eldoir/d5a438dfedee55552915b55097dda1d4

iron aurora
#

is there a way to turn regular terrain into blocky terrain? I am not interested in procedural generation or anything, just looking for a quick method to create voxel terrain.

#

would be great if it'd be unity terrain so I can paint meshes onto it

winter minnow
shell jolt
#

Not the shader that supposed to be doing that... you want to make your own painting tool and get the direction of the normal of the terrain mesh your brush is painting

#

not hard to make, you can proly find tons of this on github

#

but I do agree that it supposed to be part of the feature

shell jolt
#

@silk needle just checked in 2022, terrain v5...

#

only for detail mesh...

#

which still very much appreciated, really

#

which also means there's a new apis added for this, which very useful for custom terrain tools ♥️

fickle nebula
winter minnow
fickle nebula
fickle nebula
winter minnow
fickle nebula
brisk merlin
#

Not sure if I should post here or in one of the code ones, but I have a perplexing problem.
I'm making this ingame terrain editor. It can adjust the elevation of the terrain with a brush. How do I convert the world space to a terrainData.setHeights compatible array? The values of the setheights array seem to be close to 1/2 the value in world space but not exactly. If I basically make the world space position / 2 equal to the terrain height array value I want to change, it's never exact. It's close enough towards the 0,0 corner but the further away from that corner I get, the more incorrect my values are. What are ways to calculate the correct terrain height array location from a given world space vector3?

#

ah nevermind. It looks like terrainData.heightmapScale gives you the value that you need to divide the world space coordinates by in order to get exactly the correct heightmap coordinate. On this particular terrain, that value was 1.95 which explains why dividing it by 2 almost worked

minor forge
# brisk merlin Not sure if I should post here or in one of the code ones, but I have a perplexi...

i had to use pen and paper to figure it out. i was making procedural terrain generation and there was just too many things that i could not fit in my head at the same time. fun part is that terrain array's 0,0 was not in the same place as the scene's unity 0,0,0 coordinates. of course the scale is different. and the terrain x,y vs unity x,y,z do not match each others and while in north z gets higher but in terrain data y gets lower... and when i finally got it kind of working i think i still had to rotate the terrain map 90 degrees

lime oyster
#

someone that knows a nice asset to like help me to generate a lower scaled map of europe?

#

money doesn't matter

fickle nebula
fickle nebula
# lime oyster someone that knows a nice asset to like help me to generate a lower scaled map o...

this might help, although i haven't personally tried it https://www.youtube.com/watch?v=Mj7Z1P2hUWk

Learn How to Create 3D Terrain Maps Free using Google Maps in this Blender Tutorial!
The first 500 people who click the link in the description will get 2 free months of Skillshare Premium: https://skl.sh/cggeek15

BlenderGIS: https://github.com/domlysz/BlenderGIS

HDRI: https://hdrihaven.com/

Dirt Texture: https://www.textures.com/download/3...

▶ Play video
lime oyster
#

cant use terrapro becouse it doesent support that big things and I cant down scale it in terra world

fickle nebula
#

hmm, fascinating, i dont know of anything personally, i wish you luck though in finding something that does that though!

lime oyster
#

thx ❤️

jaunty hollow
#

I cant change the texture of my terrain, can somebody help?

rigid junco
#

enter "terrain" in the material search

jaunty hollow
#

ok i found it thanks, I must have missed it when looking through the terrain settings

ornate dirge
#

Does anyone have experience with using terrain editors for Unity, such as Atlas Terrain Editor, or Gaia, but at runtime? (For instance, for creating a procedurally generated terrain at runtime)
Atlas: https://www.atlasterrain.com/#section2
Gena Pro - Gaia's road editing: https://www.youtube.com/watch?v=NArOSyFpAUE&list=PLckEMv5tz0E7I2xSUKsoslOZ3CIm2GQT4&index=14

This video introduces the Road system in GeNa Pro.
Please note that some of the advanced blending / noise features shown on roads near the end of the video are only available in the HDRP version of the roads shader. The first part of the video shows the built in version of the road shader.

Contents:
00:00 Timelapse
00:19 Intro
00:36 Quick Sta...

▶ Play video
short talon
#

Idk if i should ask here but nwm, how į cen scale game perfectly and is there a size that should be my game map or its no difference if its0.1 or 10 scale

hoary ore
#

hi im placing trees in my game but for some reason the trees arnt being placed on the terrain and being placed below the terrain heres a ss of the issue

echo sage
#

does anyone know how i can fix my grass from overlapping so much?

#

i want it to look like this

shell jolt
#

make sure the origin sets right at the root level of the tree

shell jolt
shell jolt
#

google up, tons of it there :).. you're on your own from here, goodluck..

Also, Didn't I already tell you how to do it, did I? 🙂

fathom reef
#

Why can't I duplicate an modify copies of terrain regardless of what process I use to do it?

#

Why can't I rotate terrain?

winter minnow
#

If you google the question you might find scripts to do that with

fathom reef
winter minnow
fathom reef
winter minnow
fathom reef
#

is there a reasonable way to rotate a height map?

winter minnow
fathom reef
rose sentinel
#

How do I add a material

winter minnow
dense wigeon
#

Hey guys I have a problem. I want to use the Terrain "Paint Details" tool to paint some small rocks on my terrain but I cant add a Detail Mesh because my rocks have LODs and I get the error "LOD Group component is not supported. I also tried to paint them with the "Paint Trees" tool but there I get the error " The tree couldnt be instanced because one of its LODs contains renderer of type other than meshRenderer and BillboardRenderer". So is there a ways to simply just paint my rocks with LODs on my terrain?

late snow
#

guys please help, this has been a problem for a while now. I can't draw flowers or grass or even trees on my terrain, how do i fix it???

shell jolt
#

unity's terrain is pretty vocal regarding errors and warnings... see what it says in the console tab..

#

if it's nothing there, fat chance your trees were painted BUT spawned somewhere else due to the incorrect origin

wheat fox
#

I need help, my terrain looks like this now. Yesterday when I closed Unity, it was normal but now it looks like that. (Those are textures)

#

If I try to paint textures, the indicator is like that now

south canyon
#

Is there a fix for this bugged out/dancing Tree Painting palette issue?

shell jolt
#

yes thats a bug in certain terrain v4.x... it keeps refreshing the terrain inspector when scrolled,, they fixed it in v5

hoary ore
#

hi ive been having an issue with just this specific tree that im trying to place on my unity terrain but the trees is always placed slightly below my actual terrain can anoyone help with the issue? heres a visual of what it looks like

hidden carbon
#

Hi can anyone tell how to download textures to Unity to add to my terrain?

shell jolt
hoary ore
hoary ore
grand aurora
#

How to make a spherical landscape with gravity ? I want to make a planet where it has trees water land etc

winter minnow
polar verge
#

How do I make the detail objects smaller

mental bear
#

How do you paint a texture on your terrain, I've made a brush but it just doesn t do anything

blazing pecan
#

I'm not sure if this is late but there's probably something wrong with your material and lod. Unity does support subshaders on different lods so if your trees have special materials make sure to check that.

tiny tide
#

any idea how i would take a Terrain and put a high-detail golf-size cup/hole in it?

#

It seems the smallest hole i can make in one isn't small enough or anything close to the resolution i need

rose sentinel
#

Help

#

Im trying to paint textures only on elevated terrain is there an easy way to only paint the mountains and not get the surroundings

south canyon
tiny tide
#

Anyone know how I could detect the current terrain layer or color below a player so I can handle physics differently?

shell jolt
drifting crown
#

@magic thicket Please delete the original when you moving the post and don't cross-post.

verbal nest
#

I try adding the other terrain data to the terrain, then it says some stuff and does absolutely nothing

#

Well I got that fixed, but now it's just pink

tiny tide
#

made a little physics-based golf sim yesterday and it's my first time using Terrain

verbal nest
tiny tide
#

since the game is physics based, i need to fake physics reactions based on which "ground material" the ball is on

#

now I have a system to do all that 👍

verbal nest
tiny tide
#

my issues is that my terrain is one single mesh (idk if that's all Terrain by default)

verbal nest
#

I'm not sure, but afaik not. I'll have a quick look

tiny tide
#

even if it's not possible, i think this solution is good for me

#

usually when i have a ball roll between 2 different meshes, there's always weird interactions

#

so one single mesh is ideal

verbal nest
#

Ah yeah

#

It's not possible

#

I'd just use one standard terrain for the grass, then make seperate meshes for the other patches

tiny tide
verbal nest
#

Ooh thanks for linking that. I need something like that too for audio lol

tiny tide
#

So the only way i was able to add a hole small enough with enough physics mesh resolution is by cutting a low-resolution hole in my terrain and patching it with another mesh

#

this is what my terrain looks like with the other mesh removed

#

It will work, but I really hate this solution

bold iris
#

is there a program in creating mesh?

shell jolt
#

Wasn't really clear what you mean by that, Unity can do primitives and there's Probuilder to do some basic stuffs.. other than that use 3d software like most of us will ya 🙂

rare cypress
#

what would be a simple and performance friendly way to implement grass into hdrp?

#

since it doesnt support it in the way urp does

winter minnow
#

That's probably explained in the link

tiny tide
#

how can i convert heightmap coordinates into a world position?

shell jolt
tiny tide
shell jolt
#

nope, give it a try..

tiny tide
#

because resolution is completely ignored

#
    {
        return Vector3.Scale(pos, terrain.terrainData.size / terrain.terrainData.heightmapResolution) + terrain.transform.position;
    }```
#

This code is the only code that gets me 99.9% accurate

#

You can see the blue line isn't intersection a terrain heightmap point though

tiny tide
#

@shell jolt I got it working. Heightmap resolution was absolutely needed in the calculation

#

A resolution of 1025x1025 is actually 1024 resolution

#

Unity had a major bug lol

#

Has*

#

The reason it was off is because I needed to subtract 1 from the resolution value

shell jolt
#

glad you solved the issue

cunning tendon
#

I made a model in blender that looked all fine but when I import it into unity it looks weird depending on how I look at it, please help me fix this

#

also I rendered it in blender and it was fine

#

also also the top (normal) part and the 2 not normal rings are joined so idk why they are different

shell jolt
#

you have flipped faces... go to Blended, turn on the Face orientation if they're red, yeah they're flipped

#

you can do :
Select the red faces -> select Mesh in the menu tab -> Normal - flip -> done 🙂

tiny tide
#

it's outlined there sure, but the calculations done using the value by Unity don't account for the actual resolution

rigid junco
#

How do I access all the terrain's layers from a shader? I only figured out how to access the first 4 layers. How does Unity pack the rest? 🤔

#

Using HDRP

warm radish
# tiny tide it's outlined there sure, but the calculations done using the value by Unity don...

Heya. Which value used by Unity doesn't account for the actual resolution?

The function that SlimStv provided would work if you were going from UV position to World XZ position (You shouldn't have to account for the -1 pixel offset with this). Your solution works if you're going from actual texels to World XZ, if I'm reading that correctly. Depends on what each of your incoming pos values are. To me, it looks like you both were using different spaces for the positions?

tiny tide
#

Are there any sort of functions that exist already that I missed that would convert the texel position to World XZ?

warm radish
#

Not that I know of. If we did, it would pretty much be what you shared for converting texel pos. Most of the functions we do have for converting from different Terrain spaces exist in our shader headers

tiny tide
#

No worries. I have my solution and learned something new, so I'm good to go.

#

Now my struggle is onto tree colliders...

#

I need a way to have complex tree collision meshes without having to hand-place uniquely detailed primitives for each tree.... 😦

warm radish
#

Is the struggle getting any colliders to work at all, no matter how simple, or is it that tree collisions don't work with something like a mesh collider?

tiny tide
#

the latter

#

There's no perfect solution because mesh colliders will have weird geometry for the leaves

#

my hope was that there would be a tool out there that loosely converted a tree to a series of capsule colliders to approximate

warm radish
#

Ya. I think our tree database system also will only use the collider on the root GO for the prefab

tiny tide
#

What are potential solutions out there for having a complex tree collision mesh?

#

I'd have to imagine other games already needed this instead of a simple capsule

warm radish
#

How were the trees authored?

tiny tide
#

They aren't using a unity Tree component

warm radish
#

If you can isolate "segments" in the tree ie via the mesh edge loops, you could generate colliders for each of those

tiny tide
#

They are assets from NatureManufacture which I'd have to imagine are popular right now given the Humble Bundle sale

#

I'm working on a golf game, so I need trees to not be 100% random for a player to deal with

tiny tide
#

@warm radish could I loop through the tree instance data and use it to spawn mesh colliders in the exact same place at runtime?

#

Just thought that one up, but seems like it could work

warm radish
#

Ya. That sounds like a good approach. Either at runtime or you could bake it in-editor (would save you some load times in your game probably)

tiny tide
#

I’m assuming there’s a way I can hook a build event to do that as a pre-build step

#

I like that idea. I might need to add some sort of proximity logic so that a shitload of trees in the distance don’t come into play

#

I’ll explore, thanks!

mental bear
#

I just made a tree in blender, placed it, changed the scale, made a original prefab and now when I mass place it with terrain tools the trees are the size of a rice corn

ivory cairn
#

Is LOD support ever planned to come to terrain system?

tiny tide
ivory cairn
#

the performance is horrible

tiny tide
#

I thought that’s all supported?

ivory cairn
#

detail mesh

tiny tide
#

I know my Tree LODs work perfectly

ivory cairn
#

trees can have LOD's as far as im aware, the details cannot

#

theres also no level streaming so you need to do that yourself

tiny tide
#

I’ll be honest, I got into Unity Terrain about a week ago and bought Microverse a couple days ago

#

So I’m still new, but maybe it’s supported there?

ivory cairn
#

its just crazy how poor it performs without LOD's

tiny tide
#

If Microverse stays independent of Unity I’ll be sad lol

#

Seems like a solution that’s so much better than their own that it just makes too much sense

#

@ivory cairn I don’t know if it solves any of your problems, but either way I definitely recommend checking it out

#

It’s a brand new asset

ivory cairn
#

if it uses default unity terrain details, LOD's wont be supported

tiny tide
#

I just still recommend it

#

As it does literally everything better

ivory cairn
#

terrain toolkit is good enough for now

#

the splines are cool tho

tiny tide
#

Unity Terrain might as well not exist after using it xD

tiny tide
#

@warm radish i don't mean to keep going directly to you for help, but any idea why my terrain with 5 trees on it has a Tree Instance array at runtime with 300+ length?

tiny tide
#

seems to be a problem with URP specifically?

#

I have "Terrain Holes" checked on my render pipeline asset.... I have multiple and they all have them checked

#

2/3 of the golf holes render fine

#

1 of them is glitched

#

in the Editor, everything renders fine

#

this problem only happens in the build

thorn birch
#

Has anyone had any success implementing tri-planar shader into a URP terrain material?

warm radish
#

Thread

#

Bug - Paint holes creating hole but stil...

shell jolt
warm radish
#

Ya details with the Terrain system dont have LODs

shell jolt
ivory cairn
molten bluff
#

is there any method to apply tri planar texturing in built in terrain?

#

or URP?

molten bluff
#

bump

#

how to prevent texture streching on the terrain?

winter minnow
molten bluff
#

already has found

#

but doesnt get it work anymore

#

as its was 2012

#

lol

#

Tri Planar Terrain shader solves streching issues

shell jolt
#

You can remove the terrain stretching even without triplanar.. there's a mask filter for that

#

In this Unity game development tutorial we're going to look at how we can make our lives easier when creating terrain, by using brush mask filters.

The project files are available to our patrons here:
https://www.patreon.com/posts/66127091

Want to follow along? This project is a good starting point
https://www.patreon.com/posts/65535482

H...

▶ Play video
#

Note, the values for mask filters different from one setup to another, depends on your terrain heightmap resolution

#

so if you get unwanted results after following the video, try to adjust it

#

...
Another method is to use Slope Flatten and set the vertical value to 100%

#

but this more of a manual work, it's up to you

untold tangle
#

Why might everything be black? Yes there are directional lights (The scene looks amazing in editor playmode but not in build)

stray rivet
#

Ambient light?

winter minnow
untold tangle
dusk citrus
#

One terrain in my scene has somehow gotten locked -- the Terrain component is inactive, and I can't find any way to make it active. Anybody got any idea what happened here and how to fix it?

warm radish
#

Disabled Terrain Component UI

short sphinx
#

Anybody knows how can I make terrain like the one in Octopath Traveler -
https://www.youtube.com/watch?v=dkKmKy0YIJ0

IGN

Octopath Traveler reviewed by Seth Macy on Nintendo Switch.

Octopath Traveler: The First 24 Minutes
https://www.youtube.com/watch?v=9AJvN4_43Ok

Subscribe to IGN for more!
http://www.youtube.com/user/IGNentertainment?sub_confirmation=1

------------------------------­----
Follow IGN for more!
------------------------------­----

YOUTUBE: https:...

▶ Play video
shell jolt
#

turn down the smoothness, or even the metalic value, toy around with those two until it fixes your issue..

#

both the same file? if not, make sure the alpha channel of the texture exists

upper sinew
#

Could someone help me out? I'm willing to pay if things work out correctly.

#

This may or may not be the right channel, I'm very new to this.

icy parcel
verbal nest
#

Is there a way to use Unity's Terrain tools (the package that gives all the extra tools) without the splatmap/terrain layer sytem? I hate the system because it only supports 8 layers per splatmap which sucks in my case. I do want to use the other things the package offers though

lament wadi
shell jolt
#

Shadergraph doesn't have a support for the terrain system, not yet... and soon we can .. hopefully very soon

shell jolt
#

In software engineering, rubber duck debugging (or rubberducking) is a method of debugging code by articulating a problem in spoken or written natural language. The name is a reference to a story in the book The Pragmatic Programmer in which a programmer would carry around a rubber duck and debug their code by forcing themselves to explain it, l...

#

wdym, most materials need 2d textures

#

you can use your own custom material, but there are requirements to make it work with the terrain system

#

also, why you want to do that? Thats exactly what terrain layer do

#

also, don't just put a black texture there in the mask map

#

generate it properly, so you'd have a proper output

#

MaskMap is very very easy to make

#

Just follow the steps to combine which channel is which in the maskmap link above

#

goodluck

rich spade
#

Hi does anyone know of a way to dissolve the blue edges in my pro-builder model? Thanks in advance

verbal nest
#

Hey, I have quite a huge terrain (imported from real world heightmap data) and I'm wondering what the best way is to use it in Unity. Currently I split the 841km² terrain into 64 smaller terrains, but the detail is still way too low even at the Terrain's highest settings. Should I split the terrain up even more? Resulting in either 256 smaller terrains or 144 terrains. Or should I not use Unity terrain? I tried using Blender a while back but that was disastrous. My gaming laptop can't handle 841km² high detail terrain meshes in blender.

verbal nest
#

I split all the terrains. Now I have 256 but it still doesn't look smooth

#

Time to split them again. Let's hope my game doesn't break

#

Maybe my terrain scale is just off

elfin laurel
#

hey! quick question on the tree painter

#

how do I make it so my trees have a collider

#

the prefab has a mesh collider

#

and when I simply manually drag the prefab in there is a collider

elfin laurel
#

please @ me if you answer

#

🙂

past widget
#

Hello everyone! I have a question... How can i create circle form terrain?

elfin laurel
elfin laurel
#

Okay, you would probably need to make a custom model for that in like blender or something because I am pretty sure that isnt possible

past widget
#

understood, ty )

elfin laurel
#

sorry

#

wasnt much help lol

verbal nest
#

Those trees aren't prefabs

elfin laurel
#

dang

elfin laurel
#

they are my custom prefabs

verbal nest
#

I know

#

but they aren't placed as prefabs

#

They're stored in terrain data

elfin laurel
#

Ohhhh

#

makes sense

verbal nest
#

You can't edit the trees whatsoever when they're on the terrain

elfin laurel
#

dang okay

#

so when painting trees they are always gona be "colliderless"

verbal nest
#

Wait, I'm slightly wrong

elfin laurel
#

okay thanks

elfin laurel
verbal nest
shell jolt
verbal nest
elfin laurel
#

but thanks for letting me know

blissful marten
#

https://docs.unity3d.com/ScriptReference/Mathf.PerlinNoise.html
I'm looking through the docs right now to figure out how the perlin noise in unity works, and I'm seeing

"float xCoord = xOrg + x / noiseTex.width * scale;"
And I'm just- very... very confused-? Say I had a texture that's like 1000 pixels large in width, and it started at 0,0,0.
If the x coordinate is equal to the original x, which would be 0 of course- and I add x which after the first iteration would be 1...
I would divide 1 by... a thousand? and then multiply it by one? (for the scale) so the new x coordinate would be... a thousandth forward? what- I feel like I'm missing something.

blissful marten
#

Please ping on reply 😄

patent hound
#

hey do you guys know what this weird grid on the tilemap is?

swift iron
#

hey so i created 2 trees in blender for my game and im trying to use the terrain tree placer but wont work. any idea why

#

its just not showing the object

rose sentinel
#

I'm getting some weird artifacts when painting grass on terrain, screenshot here:

shell jolt
#

make sure that it's fully opaque before you export the texture.

#

that definitely looks like left-overs after you deleted or when you edit the texture

#

delete it with image editor

winter minnow
rose sentinel
gentle prairie
#

Does anyone know why is this happening? I have disabled anti aliasing on camera, urp quality settings (all 3) and in my render texture (to get pixel look I am using a low res render texture)

#

I tried increasing base map distance in terrain settings but no luck

gentle prairie
#

ok I fixed the shadows but the terrain textures are still the same

rose sentinel
thorny swift
thorny swift
#

Also if you have more grass types, unity makes an Atlas to use for all of them and copies the import settings from one of em. So set Clamp mode on all Grass textures you are using. If you are generating MipMaps setting BorderMipMap can help too if the above does not

thorny swift
gentle prairie
#

oh it worked ty!

meager shore
#

Hi all, im kinda new to unity, just a quick question, instead of going for extremely large landscapes would it be better to lower the scale of my landscape/terrain and also lower the size of my models or what is the best way to go about it?

#

Btw im trying to reduce the chance of FP errors that occurs from what I gather at around 100km squared + sized terrains

shell jolt
#

Split that into chunks...

meager shore
#

@shell jolt it is broken into tiles

#

but what im asking is, is it better to scale everything down or to maintain a scale and just make the terrain bigger to suit

#

im not very good at explaining things

shell jolt
#

scaling does nothing

meager shore
#

ok

#

so massiive terrain

shell jolt
#

it's Unity's terrain or your own?

meager shore
#

and try tto fix the FP error through the standard tactics

#

world machine to unity

#

through the terrain tools

shell jolt
#

ah yes, that's the thing... With Unity's terrain the instancing is by doing chunking, this is the default with the InstancedTerrain... if you're not using Unity's terrain you should do this on your own

#

also, I'm not familiar with world-machine, so..

meager shore
#

I made the heighmap exported it in tiles to unity

shell jolt
#

oh ok..

meager shore
#

using terrain tools

shell jolt
#

that's fine

meager shore
#

it is around 88 square km

shell jolt
#

there's an option for DrawInstanced

#

you can turn that on and see if there's improvement, and backup 1st

meager shore
#

no

#

my problem is

#

my character

#

is able to traverse this

#

in literally around 15 minutes

#

where as im aiming for a terrain where I can traverse it on foot in like an hour

#

or more

#

or like 1 and a half hours on horseback

shell jolt
#

oh.. I see 🤣 ... I misunderstood that completely

meager shore
#

but my problem is it is also going to be multiplayer in my mind at the later future so what im trying to achieve

#

so do I scale the terrain up to disgusting size

#

or do I scale all my objects down and reduce the character movement speed

#

to suit

#

which better suits the engine?

shell jolt
#

all I can say, I won't use Unity terrain for that, I'd use my own tileable terrain system

#

so you can spwan them in the direction your character is going and still be tiled seamlessly

meager shore
#

probably going to be some form of streamer in the future but I would like to get an idea of the scale of things for the moment

rose sentinel
swift iron
#

hey i still cant figure out why my model wont work with the tree painter in the terrain tab, any ideas?

shell jolt
#

don't work can mean anything

#

it was added successfully as tree instance in the terrain? but when you painted you can't see the tree?

honest moss
#

Can anyone recommend me a good procedural Maze Generation tutorial for Unity 3d Smile

mystic thistle
#

Does anyone know where I can get a good forest floor model? I want to do the texturing, but I just need to find the correct type of floor

undone lark
#

The correct type will be the one you custom make or pay for. Otherwise, search the internet and the Asset store for something useable.

scarlet parrot
#

I've no clue how to make an open world terrain any advice would be great.

icy parcel
#

You can use Unity's terrain tool to sculpt terrain as you want and then you'll need tilable textures, which you can paint on the ground using the tool,
Then you can place whatever you want on the terrain, like trees, houses etc

scarlet parrot
#

OK thanks

rose sentinel
#

Hello, how do I make my skybox change it's strength color so that it's more dark using code?

shell jolt
#

Couple things you can do :

  1. LOD
  2. LOD + Instancing
  3. Indirect rendering (A bit tricky to get culling works)
  4. Indirect rendering + LOD

IndirectRendering is what most people do to render millions of grass on the field with compute shader

#

you can find tons of tutorial on the internet about this

verbal nest
#

I've been having this problem for quite a while but I haven't found a fix

verbal nest
#

It won't even let me paint any textures onto it wtf

#

I've restarted, researched, and did everything I could to fix it

#

but nope

#

just won't work

ebon dawn
#

idk if this is in the correct area to ask but im having issue with polybrush if anyone can help

elfin laurel
#

why is this happening

#

when I place tress normally it will show a kinda cartoon outline when you are far enough back

#

but this is MASSIVE and black

#

not green like it should be

shell jolt
#

thats the default impostor as said in the terrain tool there in your screenshot

#

use LOD instead

elfin laurel
#

okay how do I do that Im sorry

oak agate
#

hey guys,
I installed the terrain tool package + the sample pack and it said, do you want to install dependencies so I clicked yes.. but I think it installed the HDRP pipeline thing with it and now my build takes insanely long, stuck on Shader Graphs/Standard Vertex Color.. is that due to HDRP being installed? I'm using URP so I dont actually need HDRP

verbal nest
verbal nest
#

The weird screen effect stops when I disable the terrain

dusty canyon
#

hey im trying to get the hang of unity terrain performance
if i were to dynamically load terrains from heightmaps ingame
whats the most performant way to do this?
should i have several smaller chunks, or larger chunks

warm radish
#

I added all the diffusion profiles of

warm plinth
#

Does anyone know of a Mesh/Spline Asset that can handle junctions/intersections with meshes that are connected in this sorta fashion? Doesn't have to be road-specific, Cities Skylines is just a good example.

verbal nest
hybrid tiger
#

does anyone know how to fix this isoemtric tilemap issue?

#

im drawing it and it looks like its being drawn over

lilac bloom
#

There are many different terrain assets to choose between, like Gaia, TerraWorld/Land, World Composer, World Creator, maybe more. Does anyone have any tips for choosing between them?

verbal nest
lilac bloom
# verbal nest If youre new to unity just start with unity terrain

I'm not new to unity, I'm just looking at what's out there. I'm currently handcrafting my terrain in 100x100m chunks in Blender, which works fine for what I'm working on now, but if I want to go bigger or change art style, having one of these assets could be of great assistance

verbal nest
#

Ahh alright

oak goblet
#

Is there a way to get texture painting thats more in line with a stencil in that the pattern doesnt move while you move the brush?

rather than the pattern following the brush