#⛰️┃terrain-3d
1 messages · Page 1 of 1 (latest)
ok
Does unity have as many tools for modeling as blender? if so, where do I find them
No, because Unity is not modeling software but Blender is
i couldve sworn i saw people modeling on unity
There's Probuilder which is a block out tool with basic modeling capabilities. There are paid assets in the store which are more elaborate.
But none will compete with an actual modeling program.
so i have to import models from blender
yes
if you just need a blocky looking models in your game, ProBuilder can do that... but just that.... it was meant for prototyping
trust me, you'll hate using that
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
Im having a problem with occlusion not working can anyone help?
its not working on trees to be specific
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
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 ?
Usually you would use a collision detection method that's more accurate than discrete
but I don't know anything about your use case
How do I stop terrain grass/trees from colliding with other objects within the scene?
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?
Anyone using Bakery GPU light mapper ?
The result of combining TerraLand & @worldcreator3d, based on Geo coordinates
you are welcome!
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?
Cool terrain.
Looks like from Snowpiercer cinema
I appreciate it! But this is just the stock terrain texture. I'm trying to paint grass and rock onto it.
It started as a ball game but then somehow my mind went to trains and now it's a train game
Not sure why I can't paint textures though
Looks realistically
Still can't seem to figure out how to paint the terrain
Ye. The same problem. It is so hard to paint a good terrain. I thought it is easier
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?
Hey how can I get a single grass mesh for terrain detail mesh without importing big packages
I tried to create one but failed
I imported grass from MegaScan
A useful asset for populating terrain with terrain details, with avoidiance
https://assetstore.unity.com/packages/slug/223907
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
is there a way to fix that?
hello?
nevermind i figured it out
Why is my terrain dithered?
And how can I remove it?
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?
Why is my terrain looking shiny with URP TerainLit material?
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?
I finally found a solution to that. Go to the layer settings and set the mask texture to the same as the diffuse one, and then set the smoothness to 0
Use brush
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 🙂
Ive looked everywhere and still can't find any high quality (or at least any quality) ocean height map data
I found one, though couldn't make it work properly with the existing terrain
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
Hey what tool can i use to build my world in Unity? (With a cartoonish style like Mario Odysee or Yokaa Leely)
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
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.
things like this
change the brush opacity
the lower the more space between them
Okay thanks
how can i make caves in unity with terrain? what brush can i use?
if you hold f8 and use whatever brush i think that will create holes (at least on my version of unity, you can check shortcut manager to see). i think this is what you want
yeah it creates holes but what i want is something similar to raise/lower terrain but not vertically, horizontally
oh does it not work horizontally too
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
Make your overhangs/caves in blender... Sometimes i do wonder why they cant do this ootb 🍴
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
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?
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?
anybody know how to unlock flythrough mode?
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?
Is it a mesh though? Shouldn’t it be a sprite renderer since it is a billboard?
It can be a sprite but there is a mesh layer as well to add
Can you send a screenshot of the grass prefab.
there
Ok, I didn’t realise you were trying to add a mesh.
???
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.
Maybe you need to use the child of the grass parent. Because that’s what the mesh renderer is attached to.
yeah that helped thanks
Ok nice.
not sure if this the right chat for this but anybody know how to make objects cast shadows but not visible to the camera?
bruh that looks cool
how do i fix this?
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)
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?
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
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
My problem is only with the hole in the terrain, which is no longer created
In Editor everything is ok but after Android Build this problem occurs in mobile
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?
That’s a 3d model from the looks of it
You combine terrain and models to make this stuff
Please help me 🙏
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?
I am not doing anything with Shadergraph however.
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
should i set it up like it's procedural but feed it the same perlin noise every time?
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
Does anyone know what type of terrain a iOS game like rise of kingdoms has
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.
Does anyone know how to detect if a player is standing on terrain grass vs regular terrain?
How would i go about making a low poly terrain ? Is there dome specific software or sum?
Is there any way to create terrain with heightmap using c# ?
Yes, look into "procedural terrain generation"
Yes i saw many tutorials about mesh generation etc, but I'm more looking for something using unity's terrain tool, with terrain datas etc...
Is there any way to blend models and terrain together to make it smooth? Just putting the model there leaves a nasty crease
Left is the model, right is the terrain
I would also like to make the textures look the same but that seems less likely
They're already the same texture, though I'm not 100% sure why it looks so much better on the model
different texture scaling and the normal difference on the location where mesh and terrain meet each other
might be possible with some shader wizzardry
i remember this
https://www.youtube.com/watch?v=cOBApMeeJEc
MicroSplat Demo showing of the Terrain Blending module, that allows you to easily blend meshes with the terrain.
Oh! That seems useful
Anyone know what causes these squares in the terrain and how to fix them when using an orthographic camera?
Happens when zoomed in or out and from any angle.
Squares aren't there in perspective view.
Happens in all scenes with various different terrains.
Yep using the API here https://docs.unity3d.com/ScriptReference/TerrainData.html
Thx, I'll check that 👍
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
even with the sample textures, "rocks" turns green
what's going on here
i really dont know
ok i got rid of roblox texture resolution, but its still tinted green
its not a problem with material
"roblox texture resolution"
lmfao
i might use this from now on
guys this happens in build mode, the 6 slot of the texture paint of the terrain turn black
,any texture
any ideas?
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?
the details still are present on the terrains, but it becomes impossible to add or remove those details
ah nevermind, it wasn't the details that I used 🤦♂️
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
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
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
I'm pretty sure RaycastHit.textureCoord always returns Vector2.zero unless the collider is a MeshCollider
As per the documentation: https://docs.unity3d.com/ScriptReference/RaycastHit-textureCoord.html
A Vector2 zero is returned if no mesh collider is present in the GameObject.
thanks
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)
do I need to do something in order to allow more than 1 splatmap?
Nevermind,, closing and reopening the program did the trick
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?
Try to make prefab of that tree and add render component idk really
I tried that already
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?
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
Hello I started to have this error
at line 1853
I tried re-installing my editors and creating new project, the problems seems to be in URP.
Hey guys, what's the way to add grass on Terrain in Unity HDRP? I'm confused why is it not still natively supported
Should I use some hacky shader or a custom renderer with DrawMesh/DrawMeshInstanced?
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
It doesn't even register anything happened, it doesn't ask me to save the scene
my settings for the prefab and the prefab respectively
also I get this error when dealing with this
you can select all the assets in the file explorer and drag and drop them into Unity
I was
Just image files, pngs afaik
Because each channel has it's purpose. This one's for terrain
Create a terrain object and apply the heightmap
You've exported it as over a thousand individual heightmaps?
What type of game is this?
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
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
You hadn't even heard of a quad tree prior to my bringing it up. You've learnt a new term, go google it
No one is forcing you to be here. 👋
Can I get detail meshes to adhere to the slopes of terrain? Like, its normals
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
It has no valid mesh renderer
Mesh renderer also needs a mesh filter, otherwise it's not referencing any mesh
How do I use terrain detail in HDRP? Do I need a custom solution?
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
Or do I have to make the terrain in a 3d program then placed the miscs manually?
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?
just have a number of cameras setup that you click and type Ctrl+Shift+F to make your scene view the same as that camera view
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
is it because theres no texture on the terrain
Hey everyone, I wanted to know how I could paint on only one of those terrains?
You might be too far to see them
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) ?
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...
nope
in fact i want to paint a texture onto the terrain but i dont see an option any help
If i remember correctly there may be an Asset called something like extended terrain tools or something, not sure tho
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!
im painting my trees and there extremely tiny and have no textures
You'll likely have to make the model larger, unity terrain isn't very helpful in terms of size
Does anyone know how to join multiple terrain objects into one with terrain tools?
When you export your tree models out of 3d software such as Blender, make sure to Apply the transform... and when Imported to Unity, make sure the default scaling is 1
If you mean of stitching terrains made by Unity's terrain editor then the feature already there, in the terrain editor...
I have no idea where that is, I cannot find that
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)
nvm, i found "AwesomeBump" it does the work
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
Try the Starter Assets package
ok
what does this setting mean please help me
That being nature occlusion
how do i get that
Try google
Have you tried using another program for modeling terrain?
I made the models in Blender(You can get the program in steam)
How I made my terrain is by using the sculpt tool on a subdivided plane
I hope it helps @cyan copper
@quartz echo thanks, is it possible then to convert an imported mesh as a Unity Terrain?
Sadly, no.
I was recreating our landscape
They used the unity terrain tools and it looked bad
ye... i guess i'm not the only one....
very nice BTW 🤩
I can show you what our before landscapes and after
Wowwwwww
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.
I suppose I can't
why is the height map resolution not in 2x, but slightly off?
my goal is to try and make the terrain grid fit within the world grid
right now its off
I'm using built in Tilemapper on unity anyone know why my stuff is clipping into each other and how to space em apart? https://gyazo.com/99853f20d38be374e8732706f9d38e24
It is possible to convert a blender landscape to a raw file that can then be imported as heightmap in a unity terrain.
This tutorial worked for me https://www.youtube.com/watch?v=53KAZO0cimw, but it helps to be somewhat familiar with blender already.
However, I found it looked better in my game to import it as a mesh (directly from blender) than to import it as a terrain.
@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...
exactly what you want https://www.youtube.com/watch?v=6WD3G6A_4jo
A quick demo of using Blender sculpted terrains as height maps in game engines.
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in the later version of Blender, exporting heightmaps way way much easier
Terrain heightmaps must be power of two + 1 due to how quads need to be consist of two triangles and the height will be based on the amount of vertices of those triangles
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
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 ?
this isn't really the right channel for that, but your tileset for your map doesn't have to be the same ppu as your player
it might just look a bit off, thats all
sorry didn't know, but what do you recommend for a 32 pixel character
also what is the right channel
i would recommend doing 32x32 for the map if possible
and #🔀┃art-asset-workflow might be a better channel, this ones for unity's 3d terrain tools
i see, thank you
oh alright
how do i access the pipeline?
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
lower both height and terrain resolutions, there's a limit still how blocky it would look, and the brushes settings affect that too
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
What you want to do is to export the heightmap to Unity. This is totally optional btw
without it, you just do the usual with Navmesh, set the layer mask for walkables, jumpables etc then bake it
Does unity still have problems with more than 4 textures on a terrain?
I didn't know that Unity was working on a road system for the terrain
can be imported from Hub/Templates, for 2021.3 and later
https://docs.unity3d.com/Packages/com.unity.template.test-track@1.0/manual/TableOfContents.html
Is it possible to put ambient occlusion maps into the terrain tool textures? similar to how you can for normal maps
How do i stop it from going blocky like that whilst trying to paint a path?
Play around with the blur radius
you may as well use SmoothHeight brush to make them look smoother
You can assign a MaskMap texture to the terrain layer. The green channel is ambient occlusion. (Red = metallic, blue = detail mask, alpha = smoothness)
If I understood correctly what you mean
tysm
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
No, thats up to the user and quite a broad topic, meaning what kind of shader you're using or whether it supports instancing or not and what keywords used if it's custom shader etc... At this point, you can find lotta resources about this matter on the internet really
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...
Still mind boggling me to this date why they don't bother to make this toggle-able at least 😵💫
or at least to let user to be able to custom set the priority for the srp vs instancing
Even for terrain details they would use the SRP batcher? Surely GPU instancing is way faster with that number of items..
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
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
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
getting this lines when painting terrain, is the issue from the texture itself?
how do i lower the minimum brush size cause for me it wont go lower than 134
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.
It works perfectly when the tree is a prefab, but once I use the terrain to add the tree, the mesh collider stops working
mesh collider is like this
there is no other collider since I use Navigation.AI to avoid collisions instead of physics.
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
Make your grass with tree tool instead and make your own LOD group then set the cull distance mode to whatever you want, yeah you can't use terrain detail with this method and totally fine bcos the bilboarding in terrain detail is suck anyway
ty
also note, using terrain detail is still the recommended way 😉
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
it uses the function UniversalFragmentPBR, which you can find in Lighting.hlsl
I get the lighting, but I cannot get the normal map from terrain the correct way
inputData.normalWS = inputData.normalWS * alpha;
that's the normal passed to the function
they say they calculate it from Heightmap, but u cannot get it from TerrainData, only in material on actual terrain
you can see the entire fragment function in TerrainLitPasses.hlsl
it's Splatmap.Fragment
About heightmap, the code says this: // disable Height Based blend when there are more than 4 layers (multi-pass breaks the normalization)
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
Anyone know why my sand is so.... wet?
have you marked your normal map as a normal map, in the import settings?
or change specular to black, not sure I can't check in HDRP
or you have Screen space reflections cranked up... hard to tell
Combination of TerraLand and Easy Road...
Its marked up to be a normal map,
Specular to black doesn’t do anything
How do I check screen space reflections?
Try assinging black Mask Map texture, if its not assigned it used alpha channel of Diffuse texture for optimization purposes.
Guess it depends on version, my HDRP terrain layer looks a bit different, and it's using the Smoothness slider correctly when no mask map is assigned:
Screen space reflections are a Post processing effect
but yeah, try with a black Maskmap texture first, like Kristian said
Do you have an example?
Under Diffuse, Normal Map, etc, there is Mask Map texture slot. Try putting a black texture there
any good free terrain asset ?
wet sand💀
wait, this is a bad idea...
make your own mask map accordingly
and adjust the property from there\
I’m loving this community
You guys are all so responsive 
we were not providing solution, mainly trying to debug why the surface looked all wet
hi! was wondering if Its possible to transfer the terrain I made in another project?
yeah that was for debugging..
doesnt work
are you using the default terrain shader or custom?
and wdym doesn't work, nothing changed when you put a black maskmap?
nothing changed, and yes i am using the default terrain shader
hmm, try turning off post processing in your sceneview, to see if some effect like Sreenspace reflections is causing it
I dont have it on.
literally everything i have in my scene lol
well, post processing could be in your Camera gameobject for example... but if you say so I believe u
If you can take a video where the camera angle changes, it's easier to pinpoint what causes that. Otherwise im out of ideas
(you tried adjusting the smoothness slider right)
I mean turning the camera a bit
but it does indeed look like your smoothness is just cranked to 1 somehow..
its weird
yea I would test if you can produce this result with a new terrain and new terrain layer
remade it
doesnt change
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?
It sounds like all your Terrains are using the same TerrainData asset?
you need a separate one for each
I will give her a shot when I can, thank you for the response!
wow i suck at making terrian
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?
😊✌️
@rigid junco Any chance I can send you a DM? I tried what you said with the TerrainData asset thing and it worked ish?
aight sure
or just make it a thread
preferably
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
just sounds like they arent actually referencing individual TerrainDatas?
but still sharing some
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
oh no you need to also set it in the Terrain component too
Would that just be in the Terrain Settings?
I don't see it in my settings, looking atm... not sure where it is
I appreciate the help
I tried googling around but I felt like I was just smacking my head against the wall lol
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
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
Wait. Did you ever try to delete those extra terrains and just creating ones with GameObject > 3D Object > Terrain in the top menu?
that creates a new terrain with its own terraindata
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
oh okay
Maybe I just have to do a new one each time and then just go from there?
Instead of duplicating for ease
they are in your collider only, not in Terrain
if you drag a TerrainData in the TerrainCollider i mean
yeah
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
Thank you so much for the help, a lot of this is very overwhelming
I understand
just start with this i say
GameObject > 3D Object > Terrain
good luck
thank you again :D<3
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))?
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
Reproduction steps: 1. Open the user’s attached project 2. Open “Assets/Scenes/SampleScene” 3. Select the “Terrain” GameObject and g...
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
thanks a lot slim!
hi guys im new to unity
why cant i edit the properties of the cube?
you can't edit the template/default materials.. make a new material and assign it to the object
ty
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?
You would have to just paint over it with another TerrainLayer
would changing splatmap resolution on an already sculpted terrain change the look of the terrain itself?
Hey guys! does anyone know a way to fill in under a terrain?
Basically a way to make it so that there are no gaps between my concrete cube and the terrain
https://gyazo.com/637994f03f58174c9ed6c928ec494fea
Make it look like this:
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?
There is no built-in functionality for roads
Roads are most commonly some type of procedural mesh
ER seems to stand for "EasyRoads", a custom asset
well what about if I want to make a road object a tile so that when I stretch it it creates multiple and doesent stretch
I have it
The documentation of that asset might give you more detailed advice how to use it
Hello, can i add lods to terrain detail prefab?
You cant currently, due to the bilboarding system it has
You can use tree tool to do it tho
does it apply billboard to the mesh automatically?
can u recommend me the tool ?
It should as long as your shader compatible with it.. such ad soft occlusion shader for the terrain
Wdym.. its there already..part of terrain tool
ah sorry misunderstood, i thought i needed to use another tool to configure the detail mesh
Do you think the tree tool is less performant?
I think i should do some research before asking someone questions 😄
goodluck
opened a thread begging for a new feature, terrain-tool in Unity is lacking some love tbh... https://forum.unity.com/threads/feature-to-make-terrain-walls-from-custom-meshes.1340786/
feel free to chip in, and hope the devs actually take a peek of it... proly not.. well, at least I tried 🙂
thanks
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
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
YOu can just stretch it, the resize tool is there in the editor already... Also that means you'll stretch the texture as well, and not what you're looking for
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
I found a way, I just stretched it and then set the tiling higher. But thanks regardless
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
is it the urp
look at your terrain texture and see if it is blue
wait, could it be that you used the normal texture instead of the diffuse/albedo/main one?
the texture type is
i dont want a smurf game 😭💀
that never happened to me
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
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?
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?
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"?
Any tips for optimising terrain for WebGL builds? maybe some good assets or example projects are known for you??
instancing as much as possible, do note that the browsers must support at least webgl 2.0 and above
And what is best way to control shaders? I wrote custom shader scripting code for everything else, but it seems it fails to strip terrain shaders, and in webgl it uses woping amounts of memory (thanks to addressables problems.)
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.
Proly #archived-shaders is the best place to go for this...
Is there anyways to reduce terrain Splat maps sizes? or make terrains load into memory dynamicly that it woulnt load those huge textures into memory?
Yes, its called instaced terrain, which already there, you just need to toggle it on, in the terrain settings
This one?
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
They already working on this, and its in their roadmap for 2022 I think
With instancing yes I noticed it as well. it looks way better than usual 😄 by the way, why I cannot see shaders group in graphics section by default?
Fast moving rigidbodies should use some type of continuous collision detection which calculates their path in motion to see if they hit anything regardless of speed
replacing tree instances with MeshIndirectInstanced 😃
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
Look up for volumes if you're using URP
and learn what the overrides there would do to the game
I am currently on Unity 2021.2.5 URP
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
I'm curious why overlapping terrains? It sounds like a workflow they didn't expect when designing the system
Caves
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
Ah, that does make sense
Still, probably not something they anticipated
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 🙂
toggle off the AUTOCONNECT and make sure the two terrains does not have the same group id
BACKUP 1st!
note, most common operations such as raising, setHeight etc would still affect it... this proly a bug on their end
We use bunch of terrains in our project, the way we do it is to model the terrain separately in edit mode THEN COPY the TerrainData, and on runtime just reconstruct 1 or 2 terrain over and over
including the treeInstances
Yes setHeight and raise are the ones I use most which is why Grouping ID is sadly pointless here.
Different Grouping ID only let's me place a neighbor tile on the same place(which is also necessary but already done)
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
I imported my map from blender in FBX
and there is no terrain
this green terrain
pls help
I LOVE YOU
i mean
thanks
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?
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 🤣
yeah merge all the object did the trick ! Thanks a lot
i just started to use blender for like 2 hours
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
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
Do you have the Terrain Tools installed?
yeah
Perfect 🙂
For such situation Smooth is really handy since its less destructive than add or set height so its my fav solution^^
yee
can someone please help me with importing bob omb battlefield into unity? when I put the model into unity it's just gray
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?
I have question as well. So I build scene on webgl with Terrain. Stripped not nessasary shaders. And what I got quite interesting.
- PC -> no problems
- Android 8 -> no problems
- 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.
It is a common knowledge that instancing requires hardware support...
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
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
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
in scene editor
you might want to remove dinamic cliping
Maybe material problem?
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
Oclussion culling is one of the things you will want to check. Other is To split terrains into multiple terrains and handle group what load unload. Also draw instanced is also big improvement. Well this is basic but still
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
@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
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
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
this is my new procedural terrain (on the right), and it somehow over writed the old hand made one...
what should i start to texture for cartoony 2d game terrain, ex stone grass?
Without custom shader or toon ramp the best you can do is to turn on height blend feature and ramp up the alphamap resolution, note, this just to get a sharp blend color NOT the toon lighting
that said,custom terrain shader is the way to go..
also note, instancedTerrain won't work with custom passes
hope they fix that in the near future 🥲
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
Opened a discussion on forum, pouring my thoughts regarding unity terrain, specifically for terrain maganement. Feel free to jump in and share your thoughts https://forum.unity.com/threads/terrain-management.1345586/
it's a nice tool in Unity, but lacks some devs love 💔
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
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
if I add all shaders then it is visible. so it is not exactly about compability. it is just uses different shader variants
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?
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
Set the cull distance of those trees, you can find it in the terrain settings
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..
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
I get this error when I try to use terrain tools any pointers?
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
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
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
Usually the best option is to use "neighbor terrains" instead of multiple separate ones
Thnks but how ?
omg thanks..
I'm using unity's terrain samples
Is it possible to create a blockout in unity for scale then export those cubes to blender to then model off of?
The FBX exporter package is worth a look
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
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.
it might be, but you can completely cull those chunks and gain performance... which is quite a common move for multiple terrains setup
is there any easy way to grab a mesh from a terrain?
hmm it seems it is easy to grab a mesh from a terrain in the editor, but doing it realtime appears a challenge
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
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
No
Your easiest way to get voxel terrain would be to use Blender's voxel remesh, but forget using Terrain for it
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
@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 ♥️
necrobump, sorry....
Grab?
?
oh, what i mean is like, how do i get access to the mesh
Terrain mesh or a detail mesh or something else? Helps to be specific
sorry lol, i want a trimesh of the terrain
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
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
someone that knows a nice asset to like help me to generate a lower scaled map of europe?
money doesn't matter
i remember blender having a plugin to do this, although i dont remember the specifics
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...
I have seen that video but want something that makes the trees, textures and basically all the things like the asset terraworld pro
cant use terrapro becouse it doesent support that big things and I cant down scale it in terra world
hmm, fascinating, i dont know of anything personally, i wish you luck though in finding something that does that though!
thx ❤️
I cant change the texture of my terrain, can somebody help?
click the gear icon in your Terrain inspector, and change Material to something that works
enter "terrain" in the material search
ok i found it thanks, I must have missed it when looking through the terrain settings
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...
Atlas Terrain tool for unity engine Brings non destructive stamp workflow to your unity terrains. Create huge and beautiful terrains quickly and easily.
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
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
does anyone know how i can fix my grass from overlapping so much?
i want it to look like this
its a common mistake.. change the world origin of the tree in Blender or any 3d software and save it back, Unity will soon update the position
make sure the origin sets right at the root level of the tree
in Unity 2022 (Terrain package v5.0.1) there's a new and much improved algorithm(toggled OFF by default for backward compatibility) for scattering which fixed most of the overlapping issues, you need to toggle it on in terrain settings.
Backup 1st!
How do I do that?
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? 🙂
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?
Terrain's data is not contained in the gameobject with the terrain component, it's in the referred terrain data asset
Because the terrain mesh is entirely procedural and the specific kind of optimizations it uses internally, it must always remain axis-locked
The terrain will rotate if you rotate the data such as the height map, though practically only in 90 degree increments
If you google the question you might find scripts to do that with
I've tried rotating in 90 degree increments and failed. 🤔 I'm aware of the terrain data asset importance but when you copy and rename it, I cannot get a copied terrain to accept the new data, it always asks me to revert. I've google the question and I've only found 10 years of questions without proper answer. (the first question).
To clarify, the height map raw image (as well as splatmaps and other data) must be rotated on pixel level, so that the terrain itself doesn't rotate
I'm not sure what that means are you saying like copy, rotate, paste type thing?
The terrain component will not rotate, ever
But it can read a height map image that's rotated
is there a reasonable way to rotate a height map?
Export raw image, rotate in a program that can do that and export and import with exact same raw export settings (gimp or photoshop)
Or try one of the scripts people have made to do it automatically
Hmm, I think I understand, thanks very much
How do I add a material
Look up in the documentation how to add terrain texture layers
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?
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???
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
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
Is there a fix for this bugged out/dancing Tree Painting palette issue?
yes thats a bug in certain terrain v4.x... it keeps refreshing the terrain inspector when scrolled,, they fixed it in v5
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
Hi can anyone tell how to download textures to Unity to add to my terrain?
I answered this already like literally a week ago or so 😐
If I remember correctly I was told no one has the answer to this
Oh I’m sorry someone else told me that no one was going to help me because they would have responded if they knew how thank you
How to make a spherical landscape with gravity ? I want to make a planet where it has trees water land etc
The terrain system itself doesn't support spherical shapes, but you can use meshes
Gravity is just a physical force towards a direction, or in this case, a point
How do you paint a texture on your terrain, I've made a brush but it just doesn t do anything
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.
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
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
Is that v4 of Terrain Tools? I'm using URP with 2021.3...how would I go about updating to v5?
EDIT: Nevermind...I see that v5 is only for 2022.2 and above 😐
Anyone know how I could detect the current terrain layer or color below a player so I can handle physics differently?
@magic thicket Please delete the original when you moving the post and don't cross-post.
Can someone please tell my why this stupid game engine terrain won't work?
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
Thanks!
made a little physics-based golf sim yesterday and it's my first time using Terrain
Nice!
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 👍
I'm not sure what method you're using to make the ball go slower on certain ground types, but there's a thing called Physics Materials that would be perfect for this (I think), but I'm not sure if you're already using that or not.
can you paint physics materials on terrain though?
my issues is that my terrain is one single mesh (idk if that's all Terrain by default)
I'm not sure, but afaik not. I'll have a quick look
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
Ah yeah
It's not possible
I'd just use one standard terrain for the grass, then make seperate meshes for the other patches
Oh idk if you saw but I went with this earlier and it's already working great #⛰️┃terrain-3d message
Ooh thanks for linking that. I need something like that too for audio lol
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
is there a program in creating mesh?
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 🙂
what would be a simple and performance friendly way to implement grass into hdrp?
since it doesnt support it in the way urp does
That's probably explained in the link
how can i convert heightmap coordinates into a world position?
simple..
private Vector3 TerrainPosToWorld (Vector3 pos)
{
return Vector3.Scale(pos, terrain.terrainData.size) + terrain.transform.position;
}
Doesn’t that completely ignore resolution though?
nope, give it a try..
doesn't work as i said
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
@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
it's not a bug, the formula is power of two + 1
glad you solved the issue
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
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 🙂
according to most people that work on terrain assets, it's an oversight/bug
it's outlined there sure, but the calculations done using the value by Unity don't account for the actual resolution
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
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?
yeah I'm speaking strictly on texels I guess since I'm working with direct heightmap coords. I don't work with the underlying Terrain system directly, so the Unity comment came from people working more closely I.E the new MicroVerse asset
Are there any sort of functions that exist already that I missed that would convert the texel position to World XZ?
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
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.... 😦
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?
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
Ya. I think our tree database system also will only use the collider on the root GO for the prefab
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
How were the trees authored?
They aren't using a unity Tree component
If you can isolate "segments" in the tree ie via the mesh edge loops, you could generate colliders for each of those
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
@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
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)
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!
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
Is LOD support ever planned to come to terrain system?
What do you need LOD support on?
terrain details
the performance is horrible
I thought that’s all supported?
oh as part of the terrain system
detail mesh
I know my Tree LODs work perfectly
trees can have LOD's as far as im aware, the details cannot
someone I know made an instancer for details, but sadly its culling is buggy and its not his priority atm https://github.com/Milk-Drinker01/Milk_Instancer01
theres also no level streaming so you need to do that yourself
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?
its just crazy how poor it performs without LOD's
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
I skimmed the video but didnt come across anything about details
if it uses default unity terrain details, LOD's wont be supported
Yeah it does which is why I didn’t think it would fix anything
I just still recommend it
As it does literally everything better
honestly im not about to drop 160$ for a more streamlined terrain tool
terrain toolkit is good enough for now
the splines are cool tho
I feel you on price but I think you’re underselling it haha
Unity Terrain might as well not exist after using it xD
@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?
also having the same problem as this thread you replied in
https://forum.unity.com/threads/paint-holes-creating-hole-but-still-showing-ground-texture.934125/
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
Has anyone had any success implementing tri-planar shader into a URP terrain material?
True, which is weird, thus we used tree tool in our production to paint grass with our own lods.. tagging @warm radish 👀
And they don't give us with much freedom to tinker with the default billboarding system in there, which is an unfortunate
Ya details with the Terrain system dont have LODs
Which, again weird... If it's indirect rendering then it makes sense, but it's just regular instancing 👀
Is there any intention to make it?
Modifying the terrain shader is of course possible, but tricky especially on URP
Your best bet is to find a shader like that someone has made
already has found
but doesnt get it work anymore
as its was 2012
lol
Tri Planar Terrain shader solves streching issues
You can remove the terrain stretching even without triplanar.. there's a mask filter for that
see how it's done here https://www.youtube.com/watch?v=p7T_GzQoGBk
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...
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
Why might everything be black? Yes there are directional lights (The scene looks amazing in editor playmode but not in build)
Ambient light?
Generate lighting for each scene where issue occurs (baked global illumination does not have to be enabled, and should not be unless you intend to use it)
I disabled real-time GI and baked GI, it’s still black only in the build
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?
Disabled Terrain Component UI
Anybody knows how can I make terrain like the one in Octopath Traveler -
https://www.youtube.com/watch?v=dkKmKy0YIJ0
Octopath Traveler reviewed by Seth Macy on Nintendo Switch.
Octopath Traveler: The First 24 Minutes
https://www.youtube.com/watch?v=9AJvN4_43Ok
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YOUTUBE: https:...
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
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.
Teh ask your question
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
I was about to ask something similar here but i happened to find this: https://forum.unity.com/threads/terrain-custom-shader-graph.1172447/#post-7510127
Perhaps this is also of use to you
So I recently came across this video:
[MEDIA]
Is there a way to create custom shaders for terrain in HDRP currently? I wasn't able to get Lit...
Thanks Ill have a look
Shadergraph doesn't have a support for the terrain system, not yet... and soon we can .. hopefully very soon
here's the link -> https://unity.com/roadmap/unity-platform/3d-world-building
happens to the best of us https://en.wikipedia.org/wiki/Rubber_duck_debugging
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
you can make your own MaskMap for the terrain https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Mask-Map-and-Detail-Map.html
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
Hi does anyone know of a way to dissolve the blue edges in my pro-builder model? Thanks in advance
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.
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
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
Hello everyone! I have a question... How can i create circle form terrain?
can you please give further informaiton on this?
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
understood, ty )
Not possible
I'm pretty sure you can't
Those trees aren't prefabs
dang
nahh I used mass place trees
they are my custom prefabs
You can't edit the trees whatsoever when they're on the terrain
Wait, I'm slightly wrong
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okay thanks
this seemed to work thanks mate
If you have a question always google it first 😉 It's the best and fastest way to do it. Only if you can't find a good answer, ask in a discord server
you definitely can have a collider on a tree
What did I say after that....
thats exactly what I did thanks I just couldnt find one answer that worked im sorry tho lol
but thanks for letting me know
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.
Please ping on reply 😄
hey do you guys know what this weird grid on the tilemap is?
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
I'm getting some weird artifacts when painting grass on terrain, screenshot here:
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
Set the texture's Wrap Mode to Clamp in texture import settings
If the issue persists, there's likely a problem with the grass UVs
It is! I erased and erased
Thank you - I will try that
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
ok I fixed the shadows but the terrain textures are still the same
the issue persisted. The grass is just a 2d texture, so when you say "issue with the grass UVs," wht do you mean?
the texture is mapped exactly as it is but the grass UVs are wrapping on top to the bottom as the nature of uv texturing, setting clamp will repeat last pixel information instead of wrapping to the bottom or left,right.
If you are using Unity Terrain use Refresh button after changing the texture import settings, so the Unity caches the newly imported texture
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
Looks like your grass texture has mip mapping on. Try turning it off or setting the FilterMode to Point.
oh it worked ty!
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
Split that into chunks...
@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
scaling does nothing
it's Unity's terrain or your own?
and try tto fix the FP error through the standard tactics
world machine to unity
through the terrain tools
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..
I made the heighmap exported it in tiles to unity
oh ok..
using terrain tools
that's fine
it is around 88 square km
there's an option for DrawInstanced
you can turn that on and see if there's improvement, and backup 1st
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
oh.. I see 🤣 ... I misunderstood that completely
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?
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
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
so I set the texture to clamp, clicked refresh, did all of it, but it's still showing the flickering line at the top.. I also opened the texture in GIMP and deleted anything I couldn't see at the top..
hey i still cant figure out why my model wont work with the tree painter in the terrain tab, any ideas?
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?
Can anyone recommend me a good procedural Maze Generation tutorial for Unity 3d 
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
The correct type will be the one you custom make or pay for. Otherwise, search the internet and the Asset store for something useable.
I've no clue how to make an open world terrain any advice would be great.
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
^
OK thanks
Hello, how do I make my skybox change it's strength color so that it's more dark using code?
Couple things you can do :
- LOD
- LOD + Instancing
- Indirect rendering (A bit tricky to get culling works)
- 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
Why won't my terrain smooth properly? I have the exact same terrain (and settings) in URP (the vid is in HDRP) and it does smooth nicely
I've been having this problem for quite a while but I haven't found a fix
Well, Unity's terrain is officially shit
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
idk if this is in the correct area to ask but im having issue with polybrush if anyone can help
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
thats the default impostor as said in the terrain tool there in your screenshot
use LOD instead
okay how do I do that Im sorry
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
Its possible to download HDRP and URP in a single project. It happened to me once, and the project ran fine. Just because you have both pipelines installed doesn't mean you're using both. I'd recommend waiting until it takes like an hour too long. Then once it's done remove HDRP
I added all the diffusion profiles of all the assets I'm using
Using HDRP. What is going on here?
The weird screen effect stops when I disable the terrain
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
I added all the diffusion profiles of
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.
Why would you want to intersect roads like that?
does anyone know how to fix this isoemtric tilemap issue?
im drawing it and it looks like its being drawn over
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?
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
Ahh alright
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