#⛰️┃terrain-3d

1 messages · Page 5 of 1

silent flame
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very cool i'll give it a go ty

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looks like it actually affects the navmesh only when you run the scene and creates the treecollision objects for it while you're playing, but doesn't affect the navmesh overall

magic meadow
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can i not change the color of a terrain layer/texture i painted?

hasty tapir
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I just converted a free tree pack into HDRP

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do I have to manually start the LOD process?

silent flame
lament agate
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Hello ! I have small problem with Terrain. Anybody know why my Terrain textures looks diffrent then Textures? Also some of them are really glosy...

hasty tapir
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hey

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I got these from a free asset

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how do I actually use it as grass in the terrain builder?

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I can't also add a grass texture

desert rock
lament agate
desert rock
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ye

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i had a similar issue

lament agate
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LOL

desert rock
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you can see here

lament agate
desert rock
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what standard

lament agate
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No urp no hdrp this standard settings

desert rock
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you mean BiRP (built in render pipeline)

lament agate
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yes

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so 4

desert rock
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the same as URP, a maximum of 4 layers per terrain

lament agate
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oh that sucks

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didnt know there is such a limit

desert rock
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it is due to performance reasons

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its explained in the docs

lament agate
winter minnow
desert rock
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yeah

winter minnow
winter minnow
desert rock
winter minnow
desert rock
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well cant explain it then

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i havent used BiRP since forever

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but on URP the limit is 4

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unless there is something im doing wrong

winter minnow
desert rock
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hey, the docs say something different and i experience something different

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and its not an only me issue

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a friend had a similar problem when he added a 5th layer to the terrain, still URP

winter minnow
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Either of you using custom terrain shaders?

desert rock
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nop, its the built in URP terrain shader

winter minnow
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Or deferred or forward+ rendering paths?

desert rock
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i use deferred idk about him

winter minnow
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It's not supposed to break on deferred, but since deferred rendering handles extra passes differently there's a chance of bugs there, especially some older versions of unity

desert rock
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im using 2023.2 my friend is using 2022 LTS

winter minnow
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Neither particularly old, but that's where I've seen it break before

desert rock
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¯_(ツ)_/¯

winter minnow
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I'd try swapping the rendering path if you're curious about it
But in any case I think the earlier screenshot should be proof that 4+ layers do work at least on BiRP

desert rock
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yeah i will try changing the rendering path if i dont forget

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tough could it be that normal maps may be a limiting factor since, the 5 or more layers apply the texture but dont seem to apply any normal maps or smoothness

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and since the guy before doesnt use any normal maps he doesnt have the limit? it sounds pretty stupid tough

winter minnow
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Possible, since it seems like a bug

hybrid cedar
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Is there a way to make my cave create a hole through the terrain so you can actually enter it?

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or is that something that's just impossible with Unity

desert rock
desert rock
hybrid cedar
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That’s what it’s for?! I thought it was for lowering the terrain to the bottom, thank you!!

winter minnow
desert rock
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its just the accurate g-buffer normals

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i you disable that its unlimited even in deferred

smoky fable
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Why can't I change the scaling of the texture

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Nevermind I closed and reopened unity and it worked

shadow shard
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I need help adding grass to my Survival Game. There should be an “Edit Details” button, but there isn’t anymore. I haven’t updated my Unity at all and I’ve seen and used the “Edit Details” button before but it’s gone now and has been replaced by a “Brushes” menu. Can anyone help?
My unity version is 2022.3.9f1

Edit: I just realized that I had the paint trees tab instead of paint details tab, I’ll have to retake a pic tomorrow

real knot
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my tree went to pink after I had set the Nature/Soft Occlusion shader as unity said

hybrid cedar
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My terrain is mainly made of cliffs and I was wondering if there was a way to add I guess vertices so the texture looks better and I can actually cut round holes in it?

molten nymph
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Hello! I was wondering if anyone has any experience with this asset, as it might be a good fit for my game:
https://assetstore.unity.com/packages/tools/terrain/nature-renderer-2022-266664#reviews
I feel like I've heard much about it before, but some of the reviews are a bit mixed, and I was wondering if anybody has used it or knows of other games that have used it?
Thanks in advance!

Get the Nature Renderer 2022 package from Visual Design Cafe and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

night viper
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can anyone tell me why my terrain is so dense at the far side?

real knot
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why does the vertexes of the terrain are still here if i removed them using the paint holes brush?

winter minnow
winter minnow
real knot
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and is it more performant if i cut the un-used terrain?

winter minnow
solar hemlock
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@molten nymph did you try it? looks iteresting

elfin flicker
solar hemlock
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Nice!

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Anyone know how to generate Terrain and foliage from code only? I'm making mesh from code and want to move to terrain.

silver prairie
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does anyone know why i'm not getting nav mesh in my tunnels? can i manually select where the nav mesh will be?

this is a modded moon for lethal company and this whole scene was a template provided by a mod developer. the only thing added by myself so far is the tunnel system, in case that matters.

solved: i checked my normals in blender and they were facing the wrong way for the floors.

zinc dune
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yall know if its possible to atlas like 40 to 50 hieghtmaps together for like a a single unified erosion tool. you know where you could fix them in the same computation so theres no gaps or weird effects where the terrains touch. i want to do something like eden in the asset store but for a lot of terrain

fallow falcon
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Hi there, trying to build out some terrain for the first time in Unity. I'm getting the error "The tree Tree couldn't be instanced because bounds could not be determined". According to the internets, it's because I need to add an LOD group... but I already added one and added mesh renderers for each LOD level already. Anyone know what I might be missing? I've tried deleting and refreshing several times too, but that didn't work either.

shadow shard
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What can I do to increase the grass density without having “too many details” warnings?

glass galleon
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why is my terrain so bumpy? its messing up my character movement

quartz forge
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how do I change the grid to something easier to see such as my second image?

drifting crown
solar hemlock
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has anyone in here made terrain generated from code with no editor?

paper moss
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I haven't but it seems like it should be relatively easy if that's what you're wondering about. Just create a gameobject with a terrain on it and modify the heightmap. You should be able to find how to do that by googling "modify terrain height from script". Adding prefabs is something I'm not sure about but if you know the ones you will use you could just add those to a prefab terrain object that you instantiate when creating the terrain.

drowsy dawn
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hey guys?

i created an terrain group with shader...but i have on all terrains there they meet...so such line...

anyone know how i can hide that? you see it in editor...what not intrested but you see it in game too

hot mango
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For the default terrain shader in URP, is there anyway I can get rid of the smoothness entirely?

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It tints all my terrain textures slightly blue, and its really annoying

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Here it is with the smoothness at 0, with the color slightly tinted

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if I turn it up to 1, the tint is gone, but it becomes glossy

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Its so weird to me how theres no secondary terrain shader built in thats "SimpleLit" instead of "Lit", this would resolve literally everything

rose hare
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just wondering, using free, from unity, char controller and its working wonderfully, but on play, far terrain isnt rendering and its horrible, reading docs, I see no way to fix this, and not sure howto remove cinemachine fromall this, assuming that would fix antything

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2022.3.20f1

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windows 11 pro

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@hot mango does altering glossy in inspector help

hot mango
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nope

rose hare
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😦

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maybe material itself

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long way around 😭

hot mango
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yeah its the terrain material itself

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just dont know how to edit it at all

rose hare
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if you double click, it should show in inspector and you canprob. adjust glossy

hot mango
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nopee

rose hare
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im semi new to this myself, but should work

hot mango
rose hare
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use ue 5 mostly but have large unity project also

hot mango
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the terrain material in urp is locked to this

rose hare
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HMis this a auto mat ?

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they look like that in ue

winter minnow
winter minnow
# hot mango Here it is with the smoothness at 0, with the color slightly tinted

Materials (including Terrain) with 0 smoothness are lit entirely by diffuse lighting, which includes your scene's environmental lighting that in this case is likely blue tinted itself
With 1 smoothness they are lit mostly just by specular lighting instead, which means glossy reflections of the lights and the reflection probe / environmental reflection source

winter minnow
hot mango
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there arent any additional lights in the scene, and if there are any they're white

winter minnow
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(assuming you are not using baked lighting with light and reflection probes that override the scene lighting)

hot mango
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checked there already and tried messing with it a while ago

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theres only a directional light in my scene

winter minnow
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The directional light's color?

hot mango
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its white

winter minnow
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Then I think it's likely that the blue tint you're seeing is rather a grey tint of the white ambient color instead, which is stronger on rough, diffuse materials
It kind of looks like it could be blue since your base texture is much more orange toned without it as its base color appears more clearly when glossy

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This is all due to the PBR shader the terrain uses

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A best fix to that would be if unity offers a non-PBR ("diffuse" or "mobile" or "simple") Terrain shader, but I don't know if it does

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On some render pipelines there's the option to turn off specular reflections of a light per-light, and also per-material on material advanced settings if the shader exposes that option

desert rock
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if you want to override the terrain material values you can create a new material set it to terrain and assign it to your terrain

winter minnow
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I noticed after yesterday there's a "diffuse" Terrain shader that likely is the type wanted in this case
Though it's for BiRP, URP only has the PBR variety

desert rock
winter minnow
desert rock
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ye i mean smoothness

winter minnow
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Unless the terrain shader also has a color channel for "AO" which tunes down all the environmental sheen, but I doubt it does

desert rock
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again not the shader, the layer

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it does

winter minnow
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That could be the solution then

desert rock
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the G channel is used for AO

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in the mask map

winter minnow
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@hot mango You'll want to try a mask map with 0 ambient occlusion and 0 smoothness (and 0 metallic likely as well)

desert rock
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you dont have to neccerarly create a mask map, you also have sliders for each thing

winter minnow
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Hmm, specular is not AO, but setting it to black should work just as well with smoothness 1

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Turning down the AO of a fully rough material or the specular of a fully smooth material should give the same result

drowsy dawn
winter minnow
# drowsy dawn

You have something in your shader that's bending light by altering normals
Otherwise you wouldn't have reflected light reacting to the wavy patterns of your sand

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Which appears to be what your BruteForce/Standard... shader is doing

drowsy dawn
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ehm no...the shader is doing to change the underground...managed hand in hand by shader and trail renderer

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so with other words...

the shader manage with help from trail renderer the layers from the terrain

winter minnow
winter minnow
drowsy dawn
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well the terrain have 2 layers of texture

the shader work made that the way where the trail renderer go is change the sand (layer1) with stone (layer2)

drowsy dawn
winter minnow
winter minnow
drowsy dawn
drowsy dawn
drowsy dawn
drowsy dawn
drowsy dawn
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okk i finded now the light effekt and do it off...but the line still there 😦

I'm slowly getting helpless and desperate 😦

winter minnow
drowsy dawn
winter minnow
winter minnow
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Difficult to speculate on behalf of a third party asset
Usually those have some kind of support channel of their own

hot mango
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This person also has the same issue I was having @winter minnow @desert rock

winter minnow
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Three years ago!

hot mango
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yeah! Thats insane! And still no fix lol

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Its this stupid specular highlight that I cannot remove for the life of me

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is there another URP terrain shader out there I can use?

winter minnow
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Did you try the fix we came up with

hot mango
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yeah, nothing worked

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its just the shader itself

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I can try to edit the shader myself manually, but savign it just reverts it back to the orignal code

winter minnow
hot mango
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Im stuck here

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I dont know where said .hsl files even are to edit

winter minnow
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Justs to be clear you want diffuse shading based on light direction, but no any shine or sheen from ambient or specular lights?

hot mango
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mhm

winter minnow
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I'm quite sure that's achievable with the instructions we came up with without modifying any included shaders but I can check

hot mango
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yeah I wanna modify the included shader

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I just have no idea how

winter minnow
hot mango
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literally the only way I can adress this issue

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where are those even located?

desert rock
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@hot mango is your layer setup like mine? you can see there is no shine on my terrain, still using URP

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i still have a shine on the terrain material but that should not matter, since the layers override whatever value the pure terrain lit material has

winter minnow
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There's these channel remapping sliders which can do what a solid mask map does

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That at least ignores any sheen from the environmental light

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But the "specular color" of the material seems to be ignored

desert rock
winter minnow
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Ah, I see

hot mango
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mines like this

desert rock
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looks good, there shouldnt be any shine

hot mango
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nope, still present

winter minnow
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Unfortunately it seems that since the specular field doesn't do anything it's not possible to have totally multiplicative lighting

desert rock
winter minnow
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If specular color as black worked right then it'd be possible to have the darker direct light without that glint

desert rock
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call my blind, but i litteraly cannnot see it

winter minnow
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Not many will see it, let alone be bothered by it

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I'd live with it, or make a shader graph terrain shader and live with less terrain layers per terrain

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It really seems modifying the URP package is the only other way to definitively fix it it, but that's a swamp I don't care to follow into

desert rock
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yeah

winter minnow
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Even if you know precisely what you're going in there to fix and how

desert rock
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besides unless you know shadercode your more likely to break stuff then fix your issue

hot mango
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it would look ideally like the one on the right, minus the gloss effect thats produced

desert rock
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ok i do kinda see it, but thats just how light works

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the smooth terrain looks more saturated because its very shiny

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also BMO w

hot mango
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It just washes out the color of my grass a fuckton so I wanna get rid of it

desert rock
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you can try increasing the saturation of the texture

hot mango
desert rock
hot mango
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I assume just the asset folder directory would be fitting?

desert rock
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you will have to rename a lot of stuff so it doesnt conflict with the default shaders

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but hold on a sec

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that whole shine thingy can be fixed trough post processing

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what tonemapping are you using?

hot mango
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none

desert rock
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use ACES tonemapping

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will make colors stand out more

hot mango
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actually...

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is there a way to have PP only affect terrain?

desert rock
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dont think so

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maybe camera stacking

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like have the terrain on a different rendering layer

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disable rendering of that layer on your main camera, create a new overlay camera that will only render that terrain and set the post processing volume on that camera

void pasture
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Hey peeps,

Unity newbie here trying to get my first 2d terrain looking good, but running into this issue where it is super stretched out. Watched quite a few video's tried reading up what to do, but alas not luck figuring out. I attached two pics of what it looks like and what my settings are for the ground object. Would be great if someone could advise me as to why I'm not getting what I "believe" I should be seeing.

delicate relic
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is there a asset in unity store that allows textures to paint on toon shaders?

solar flame
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Hey everyone got a strange issue and I was hoping someone could help me out. I'm having a issue with the terrain system. I have multiple scenes in a project that im exporting for Blade & Sorcery. Yes I know its easy to say ask them over there or its on there end which is most likely is but heres the issue. I have three scenes. one is like the original scene. has a terrain with grass and what not. i made neighboring terrains and copied them to other scenes. now my issue is trees with show but only the grass/detail mesh doesnt on the other scenes. the original scene that all these terrains branched from shows the grass in-game but any other scene doesnt. all settings are concruent and yes draw is on for them. not recieving any errors either so im at a bit of a standstill. is there anyway on the editor side or some way i can tell it to forcefully show the grass? im not sure if its scene related to as when i created a new terrain not a neigbhoring terrain and applied the same things the same results happened. could anyone help me figure if its what i said earlier about overiding if thats even possible or finding what may be causing it so i know what way to look since i have no errors. thanks im on 2021.3

solar hemlock
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If i generate a Mesh at runtime (e.g. procedural), how would I add detail meshes (Grass, e.g.) to it?

restive pelican
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Do Unity Terrain has LODs built in?
Getting conflicting answers online. If yes is it same as other quadtree LODs ?(performance wise)

shadow shard
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How do I make more accurate colliders for these rocks? I want to be able to have a collider like how a mesh collider works, but I get the message “TerrainCollider: MeshCollider is not supported at the moment” if I use a Mesh Collider. Is there a way to make it support mesh colliders on trees (details would not allow the use of the rocks due to something about LOD)?

desert rock
shadow shard
desert rock
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well add an LOD component to it then

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it shouldnt let you use it in trees either if you dont have an LOD component

shadow shard
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I’m new to unity and just follow tutorials so I didn’t know how to fix it so I just used it as a tree instead, but I’ll try to figure it out when I go to school next week because I don’t have unity cloud

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I get everything from free assets on the asset store

desert rock
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you should also check out the terrain tools package, it improves the terrain tools a lot

desert rock
restive pelican
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got it thanks

prime umbra
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If I dont want to have a base terrain texture applied, is there a more intuitive solution than simply making a 100% alpha texture be the base layer?

past cove
sour glade
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What is the correct way to replace the shader used for terrain detail in URP?

strong rapids
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Hello everyone, does anyone is good about applicate a shader on a noise map ? And how to config it ? Thank you !

loud hornet
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is there a way to disable WavingDoublePass?

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i dont want to use waving

solar flame
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unity atlas uncompressed this can be caused by mismatched texture formats

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does anyone know how to fix that ^

rigid junco
solar flame
rigid junco
alpine yarrow
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hello guys, i'm working with terrain for the first time, and i wanted to make a river go like that but there's different heights for each part of the river, normally i'd apply the water shader to a plane and have it done but it has diffrent heights, how could i achieve this?

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forgor the image mb

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i just realized it would maybe make no sense in a physics sense of water but idk its a fantasy small project anyway

solar flame
desert rock
alpine yarrow
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i ended up using propbuilder but splines seems like a usefull tool will look into it

desert rock
alpine yarrow
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its okay for now thanks tho, i'll come back if needed

desert rock
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ok

plucky wasp
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Was hoping I can get some advice for this:

I have a 2D game in which I made 4 32x32 sprites for the background. I was hoping to get it to randomly place these in a 300 by 300 grid from where the player spawns on game start. Is this possible. Or at least to generate it now without manually dragging and dropping each one.

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A visual example. I need these 4 sprites spread out as the background environment to my game. The background is like a normal game levels grass. Stretching a 300 by 300 grid. that the player navigates

glass totem
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I imported terrain that wasn't made in Unity into Unity, is there a way I can get Unity to treat it as terrain so I can use things like the grass and tree paint tools?

winter minnow
glass totem
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thx

winter minnow
sharp ember
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with unity pro builder can i make holes in terrain? like for a drop down into a cave?

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and if so when was pro builder added? cause i tried all sorts of ways to cut the unity terrain and even bought voxel kits and cave packs to try and make caves in unity waaay back in 2016-2018

iron aurora
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hi, is it possible to apply quadtree LOD rendering to a handmade mesh? I want to sculpt a world and have the quadtree rendering handle the LODs to improve performance. All sources I've come across that use quadtrees, also procedurally generate the mesh. This is something I'm looking to avoid

iron aurora
sharp ember
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i just found out from someone here that it was added not long ago. i'll use that

faint kite
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hey so im trying to get assets from the unity store for my terrain and i added it to library but when i go to unity and try to use the package manager to find it i get this error?

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i have no clue what it means by authorization code is it what im doing or is it unity

signal heath
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Greetings there, can someone tell me if there is a asset that can achive this effect with tiles on a 3d map?https://youtu.be/G5v8trNkOC4?si=5uX099LZfnVBrT6G

Forum: http://forum.unity3d.com/threads/131862-Terrain-Tile-Editor
Asset Store: http://u3d.as/content/triangle-studios/terrain-tile-editor

Triangle Studios' Terrain Tile Editor package provides an easy way to use tile sets in combination with Unity terrains. Simply paint tiles onto the Unity Terrain, and maintain all the flexibility you norm...

▶ Play video
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I cant find another asset like this

muted mauve
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How do you make a tree with a sideway model face upward without having to edit it in blender or something?

solar flame
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I’m not sure if this is because of my terrain but im trying to export my scene and im getting this assertstion error that’s not letting me. What is that pertaining to?

queen rivet
solar flame
queen rivet
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no just the terrain mesh

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but if you search on google you will find terrains tree extractor that can extract tree from your terrain and make it gameObject, so you can export them too

solar flame
covert steeple
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do you guys have any clue on how to make the terrain NOT an occluder?

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i have sand dunes and sometimes they occlude objects behind, or am I doing something wrong with my occlusion settings or cinemachine settings?

desert rock
covert steeple
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lol thank you, I forgot about that, I was only using the Objects under Occlusion, as the terrain was the only showing object without a mesh renderer

sharp ember
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how do i make a gameworld that uses a grid tile system?

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i want the games world to be broken into chunks or acres, aka a 10x10 acre, and the world has a 5x5 grid

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idk if that makes sense but i'm very lost and confused on how to do that

sharp ember
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Nookipedia

Acres are grid elements measuring 16x16 spaces in the player's town. Each game in the Animal Crossing series arranges these preconstructed acres in novel ways to generate thousands of different possible town layouts. In all games prior to and including Doubutsu no Mori e+ there is an explicitly designated acre system viewable from the map screen...

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I want to create what these games have

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And how they operate

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I need a grid system for sims like decoration and for making the world map. Which randomized. I have no idea how to create a grid system much less create a way to define what can and cannot exist on the map. Ie rivers, spawnable bugs or fish, buildings

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I know if I get it wrong a river could get chopped in half by a building or spawn where it shouldn’t

sharp ember
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I’m thinking that maybe my initial decision that a grid is what I need might be wrong? Maybe grid is the wrong word for this and that’s not actually what I’m looking to use?

soft tartan
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im trying to make a terrain bigger using scale tool but it isnt just working

shell atlas
soft tartan
shell atlas
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Do you mean you want the trees to scale up?

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You can scale those separately

soft tartan
shell atlas
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Ahhh. Gotcha

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Well, you can change the length and width in the terrain tab

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Click the gear icon and scroll down I guess

shell atlas
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I am not positive though, sorry

soft tartan
soft tartan
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thx

shell atlas
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Haha, thank you too

rustic rock
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thoughts on this alien terrain? it needs something...

brittle meteor
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Does anyone know how to increase the terrain scale? Mine seems to be locked to one.

soft tartan
edgy marten
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Hey I had a question for meshes

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I have a terrain

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Mesh

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However the car just falls through the mesh

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And this is true for any game object

outer rose
exotic wing
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Did this happen when you added a new terrain layer in your terrain settings?

worldly badge
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Does anyone know why when i click add detail mesh nothing happens

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There is suppose to be a pop up but it doesn't come up

fresh bronze
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How do I make an environment made in unity into an model file (fbx, obj etc)

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Is that even possible?

modern dock
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hi im trying to use vegetation spawner to scatter grass more easily in a forest setting. but when i add my meshes to the spawner, it doesn't actually spawn anything. ive followed youtube guides and when they add a mesh it automaticaly spawns them. any help?

winter minnow
fresh bronze
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There is one more thing I had in mind, if I created an environment in blender how would I add the proper collider to that model in unity?

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Idk if a mesh collider is good because that would just consume a lot of resources

mortal dove
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Is there a way to apply the terrain object to a sphere me and my friend are trying to make a space game

winter minnow
native rock
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could someone explain the best process for terrain similiar to this?

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I've got something similar visually, using meshes, where I've got a large amount of meshes, each being a quad and each quad has it's own material on it. This is quite a lot of verts/triangles in a 256x256 grid when combined

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Is there a better option for this?

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i'm also interested in maybe editing single tiles, which means everytime I do, I'd have to update the entire map's mesh

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I will probably look into chunking, but I do want the player to be able to zoom out fully and see the entire map

winter minnow
# native rock Is there a better option for this?

Usually this process is done the other way around
Procedural mesh generation is used to modify the vertices of one mesh to conform the terrain's shape to a noise function or some type of stored data

tight tide
#

When creating terrain mesh, a certain level of topology is required for better vertex painting, as well as a higher polycount for improved height/displacement map results. What is the most optimized way to achieve this? I am working on a mobile terrain, so any guidance or links would be greatly appreciated.

winter minnow
tight tide
#

Splat maps? news to me, thanks for the info

signal heath
#

Thats intresting

cinder sluice
#

Mornin' all. I was just wondering if it were possible to 'scroll' the heightmap of a terrain (probably through code?) so that it looks like it's endless?

Video for reference (this was meant for a different issue, but it'll show what I mean). The Ground is a terrain currently with a custom Shader Graph material applied that 'moves' the texture.

https://streamable.com/p5mfjz

Watch "2024-03-27 10-24-46" on Streamable.

▶ Play video
inner tide
#

Hi there! I was wondering if any of you knew how to generate terrains such as the ones in astroneer?
I'd like to have some fun with Voxel generation, but most of the resources are about minecraft like terrains. I'm looking more about flatter terrain

desert sun
smoky turret
#

Hi im trying to add grass to my unity terrain ( im making a football field) but im facing this problem that even if i put the detail dencity to max i get these holes in some random locations

#

im using a 2d grass texture

brisk wolf
frozen locust
#

I try to figure out how to make skydome changing as its changing in WoW like sky when u enter in other regions it changes sky

frozen locust
#

Yes skybox ho to make it change when enter in new zone like blending

queen rivet
#

if you want some blendings you would need a sky shader that "lerp" between the two skybox styles and animate it (if you need transition), if not, you can just craft a script that change your skybox's material

edgy marten
#

I have a water material taht i want to spawn in regular intervals without space in between from top left of the terrain chunk to the bottom right

#

but my code wont spawn anything

ionic plinth
#

I keep getting jagged edges while texture painting, what am I doing wrong?

winter minnow
#

Doubling the pixel resolution quadruples the size of the texture on disk and in memory

ionic plinth
winter minnow
silent meadow
#

Hello again, does anyone know how i can change the bushes color so they don't glow like that? im using the Paint Trees feature to place them over the world

fresh bronze
#

When building a terrain should I use grass models or the textures?

desert rock
#

for everything thats not a tree you should use paint details

#

as for why your bursh is not lit may be from your material

tiny wyvern
#

So I have multiple terrain .asset files but I accidentally changed my main one. How would I restore it from the other .asset file?

modern dock
#

hi i have snow texture and i have some rocks. im trying to add the snow texture(paint it) ontop of the rocks. any idea how?

modern dock
#

it says the asset is not compatible or something

desert rock
#

or create a new texture for the rock with the snow on it

modern dock
#

'' materials on this object does not support vertex colors''

modern dock
desert rock
modern dock
#

i actually didn't

#

im fairly new so i still dont know what shaders are

#

its pretty much gibberish

modern dock
desert rock
#

shaders are bascially instructions to the GPU

#

it tells the GPU how to render what

#

materials derive from the shader and exposes its properties so you can modify them

modern dock
#

or do i apply the shader samples i imported onto the mesh to change it?

desert rock
#

did you change the materials of the rock to the polybursh shaders?

modern dock
#

okay so it does work now but some colors dont show why others do when i paint

#

like white isnt showing but red is

#

actually all of the colors show only white doesn't

#

(white actually just removes all other colors but it doesn't paint )

winter minnow
#

To do something else you'll need a custom shader, assuming that polybrush shaders don't offer other options

modern dock
knotty glen
#

just getting into terrain, I can see that it uses height maps so it isnt like sculpting terrain in something like project spark, I imagine there are packages out there that add that kind of thing so you could sculpt caves for example, would that be the way to go or should I continue pursuing unities default terrain? I like pretty much everything about it, but am pretty dissapointed that it isnt scultping like I thought it was. Figured someone here with experience could give some advice

desert rock
#

there isnt a way to sculpt terrain in a 3 dimensional way

#

what you seem to want is voxel based terrain

#

which unity doesnt have

#

pretty sure there is an asset for it tough

glass totem
#

Is it possible to auto generate textures for terrain rather than painting it manually? Like just making the layers get placed depending on height

fallow harbor
#

how can i make wall rule tiles?

#

i want it like perfect around but its weird like this

strong hazel
#

Is polybrush still the best way to paint vertex colors (materials) onto meshes in Unity? I've heard it's problematic in that it works by creating a duplicate of the mesh and paints onto that? Which is problematic because if you update the original mesh, it doesn't update the new dynamic duplicate mesh that it created?

winter minnow
silent meadow
#

this grass looks kinda weird and it glows weirdly, someone know how to make that better?

weary tiger
#

Ok so im making like a parking area for my game, im clicking this and im seeing a lot of polygons here, isnt this gonna affect my game's performance? If it does, how can i reduce it?

modern dock
#

hi i've been trying to find a way to make a cube terrain (instead of the flat one its just the same but with more height). its basically a cube that i can dig into to make caves and such. i've been trying but if i elevate the terrain and then dig into it it just cuts off since its flat, its not filled in. anyone know a way?

silent meadow
eternal notch
#

Hi All,
Any reason to not keep those 2 settings on MAX possible values? What could be the downside?

#

For sure it decreases number of draw calls.
But I wonder - there is always some hidden trap 😄

modern dock
#

hi i've been trying to find a way to make a cube terrain (instead of the flat one its just the same but with more height). its basically a cube that i can dig into to make caves and such. i've been trying but if i elevate the terrain and then dig into it it just cuts off since its flat, its not filled in. anyone know a way?

icy drift
icy drift
ionic ember
#

When I add foliage to the ground near a Tree, a yellow box appears with a warning symbol.
There are also areas that cannot be added and are sectioned off.
Does anyone know what happens?

orchid cape
#

Is there a way to rename a terrain layer? For example, when I created a new layer, it just says "New Layer"

desert rock
tall crypt
#

when using paint trees, the manual says to add a collider to the prefab and use the prefab. but paint trees wont let me put in a prefab, only the model, so how do I add collision?

brisk wolf
#

does anyone know how i can get rid of this glossy look on my grass texture? i have smoothness and metallic at 0 but it still looks glossy. it doesnt do this for my dirt texture, however, even though both have the same values

tall crypt
severe moth
#

How to make the blending less obvious for the rock?

severe moth
#

I know it has to be covered up with something but

#

It just looks awful even in this state

#

and I know I can't keep rendering grass forever, this is a VR game after all

brisk wolf
severe moth
#

Along with that, how might I make the geometry look more interesting? The ground feels flat.

winter sorrel
#

Does anyone know how to get a square brush in the terrain componant

silent meadow
wheat edge
#

Is it possible to turn mesh terrain from blender into Unity terrain without any external tools, so that I can use terrain tool on it

winter minnow
#

There are many tools that support converting a heightmap from image format like png, tga or exr into raw

#

I use gimp for it

winter minnow
desert rock
shadow shard
#

After I converted my project to URP to use a water shader, these materials for my trees won’t convert. They are showing as built-in shaders, and when I try Edit<Rendering<Materials<Convert Selected Materials to URP, nothing happens. Anyone know why? Pings are ok!

#

Oh wait Nevermind I figured it out

#

I’ll just get some URP trees instead

vital aspen
#

any tips/ideas to make the terrain more stylized/toony?

winter minnow
#

There is no one type of stylized or toony, there are infinite varieties

hard cloud
#

my tree brush is acting like it's density is insanely high, but it's set to the minimum the slider can go

hard cloud
#

ahhhhh

rose sentinel
#

guys im getting this wierd smoothness on my terrain after switching to android even though there is no smoothness that happens only on high shader "level".

#

no smoothness on terrain layers

small minnow
limpid sundial
#

Help required. I'm trying to import some 16bit height maps for terrain but all i'm getting is array errors. This is doing my head in as I can't find any work around currently. Even went as far as buying the Terrain Importer asset to find it doesn't work in 2023. I also tried in 2022 without success

rose sentinel
limpid sundial
exotic wing
#

Any way to make tiling of textures less noticeable? When close by my textures look fine but you can easily notice the tiling from afar.

Maybe a custom shader that can help with this?

shadow shard
#

How would I fix the trees becoming pixelated at a distance?

rose sentinel
brisk wolf
spice wave
#

Why are my trees like this?

brisk wolf
spice wave
brisk wolf
spice wave
brisk wolf
#

Oh I think I see what it's supposed to look like normally

brisk wolf
#

Since your close trees render fine but the ones farther away don't

mighty breach
#

Terrian not getting any shadows, But the plane and cube is getting Shadows, The objects are set to Static, Any idea on why is that and how to fix it ?

brisk wolf
mighty breach
mighty breach
#

G:AO was set to 0. thats why the whole things was black

#

thank for help btw

steady frost
#

I'm trying to make a large forest landscape but once i place alot of trees if I go too far I can't see them anymore, how do I keep all trees visable at all times from anywhere?

drowsy crown
#

I have been trying to paint my grass model with a custom shader material applied but its not working properly

#

However, the plain mesh with default materials works properly

brisk wolf
exotic wing
#

hey guys, any way to eliminate texture streching on terrain textures? custom shaders dont work with splat maps.....

maybe micro splat?

#

does it have like, triplanar mapping and stuff? to fix my issue?

#

wait... did they make a free asset and make hdrp and urp support paid? what the fuck!

shadow shard
unborn knot
#

any way to fix these?

brisk wolf
edgy marten
#

Im trying to instantaite trees

#

but i need the mesh height for that

#

so i thought i would use a raycast to do it

#

and they ray draws

#

but nothing is printed from the debug log

unborn knot
brisk wolf
#

you probably have a refernce to a texture that isnt reference anymore

wispy plume
#

I wanted to see if anyone knows why I am having this incredibly glossy terrain after I put a terrain layer on it. Currently, doing this on 3D URP on Android build settings

brisk wolf
#

the smoothness value is probably high

elfin vapor
#

Hello,

#

Terrain pros

#

I've question on how can I dynamically painted terrain from scripts?

#

I wanted when I put building on grass terrain, it will paint sand around the building placed at runtime?

#

I also want to draw pathway (from spline) in runtime, I've thinking about using prefabs attached to the spline, but seems like paint on the terrain is neater?

#

since the terrain are hill like

#

Or paniting on terrain is costly? Would love to know another ways.

shadow shard
#

Hey,
I’m using 2023.2 with URP. When I use the “create neighbor terrains” feature, it doesn’t blend the two smoothly together and just puts a flat plane next to my terrain. On my friend’s project, it blends the two terrains together no matter what shape the terrain is. Why is this happening and how do I fix it?

cinder sluice
#

Hi all, would anyone know of any assets that allow you to place grass/trees etc. to an already existing terrain based on splatmaps/image masks?

shadow shard
#

I know this is a really late reply 😭, but how do you do that? I downloaded the Terrain Tools pack into my project but I didn’t see that option anywhere

plush inlet
#

Simple one but is there a way to disable use of terrain tools when I'm not building terrain.

I often accidentally select terrain in scene and modify it and have to ctrl Z

severe moth
shadow shard
shadow shard
severe moth
#

I dunno its just here

shadow shard
#

Ah ok

#

Oh wait I just realized the guy was replying to a different post and not the one above. Is there a fix for this? #⛰️┃terrain-3d message

severe moth
#

no clue

cinder sluice
#

Oooookay. Couple of questions, one about getting rid of seams between Tiles on a terrain created with Quadspinner Gaea, and one about the Terrain Toolbox.

Firstly, seams.......Cause this is driving me absolutely nuts.

I've created the heightmap(s) in Quadspinner Gaea and exported both as a Tiled Build and as a Split build and I get the same result on both, tile edges that don't match up. Would anyone have any clue on how to fix this please?

The second question is about the Terrain Toolbox, I'm using it because of the Splatmap functionality, however I'm discovering that you need to set up your terrain layers on the individual tiles (the actual terrain component) before being able to 'import' the splat maps. Am I missing something? Or is this something I will have to do for each tile every time I recreate the terrains with the toolbox?

solar swan
cinder sluice
tight tide
#

Is there any other way to make vertex painting better looking than other than giving it more polycount to paint?

strange granite
#

any suggestions on how I can have a lot of grass but stay performant

#

my best idea is decreasing the density its rendered the further it is away but idk if there is a way to do that or not

#

because all i can find is just a hard cut off point, not like a decrease the density over distance

solar swan
#

Or spend some time DIY‘ing what they do.

severe moth
#

@solar swan You seem to know, what are the differences between each of those assets? What are they best suited for? Would appreciate a rundown, thanks :)

#

Oh, and there's a sale going right now. If I want it, better to buy today :p

solar swan
# severe moth <@544260011430248467> You seem to know, what are the differences between each of...

FoliageRenderer is by Jason Booth, who also makes BetterLit Shader, Microsplat and MicroVerse. Its a very well made asset that displays excellent understanding of performance/quality tradeoffs and thus doesn't promise what it can't keep (like some others). if you get all those assets you can be very productive (as a small team) and make a very well integrated and performant project. NatureRenderer is the most Plug&Play of all the options but with an unfriendly monetization policy (in the past they tried to push a subscription model and don't supply source code). Before FoliageRenderer it was the go-to option for Trees&Grass. GPU Instancer is primarily useful if you want to use GPU instancing for other things than just foliage its UX is not the greatest. InifinGrass i haven't used personally but it is said to be the most compatible with lower end platforms offers a lot of control and is well regarded, does not have SRP support though. InfiniGrass also is part of a larger ecosystem of assets for weather/fog/coulds etc. The other assets in that space I haven't personally investigated yet and they are also not really discussed much in the community. Years ago there was also Vegetation Studio, which was great but its now abandoned and should not be used. Aside from the instancer you also need a foliage shader that supports instancing. Most of the popular shaders support it, but typically you'd DIY or buy one of the foliage asset conforming tools (Nature Shaders, The Vegetation Engine, etc.) to make sure all your foliage assets render well together. This is necessary because the way that meta-information (vx colors for flutter/sway, seasons, normals, LODs and other things) is encoded into foliage assets (trees, grass) differs widely between sources.

solar swan
# severe moth Sad that Unity spent so much time making an option thats ultimately useless in g...

i think unity's built-in components work well for unity's core audience: small, somewhat stylized and mobile games. Only when you try to make big things in unity will you find the limitations of the builtin tools. It would be the same the other way round, take UE, Lumberyard, Cryengine etc. they have trouble scaling down to smaller teams/projects/worlds. I look at unity as a framework/platform for building my own tools, and if you share that POV you'll never really get frustrated since you kinda expect to do most things custom/yourself.

thin hearth
desert rock
#

i found them pretty great, the only thing that needs more work is the tree placement tool

proper turret
#

Does anyone know here how to get the really big mountain cliffs like in genshin impact, with the grass on top and stone on side, it looks really good. I could not find any similar approach yet. (The 3D models specifically)

cinder sluice
proper turret
cinder sluice
#

Okay, well search for mountain models I guess, and don't worry about the textures, that's an 'inside Unity' thing with thing I just mentioned. There are some cool cliffs/rocks on the Asset store that you can repurpose

#

This is the video about the shader

https://www.youtube.com/watch?v=eZqd68YaY2U

In this video, we'll take a look at how you can simulate a triplanar effect in the Universal Render Pipeline using Shader Graph.

Get the Boat Attack Demo here!
https://on.unity.com/3fIw3QV

Learn more about Universal Render Pipeline here!
https://on.unity.com/38WY7NH

Get more information on Shader Graph here!
https://on.unity.com/3fwXyg7

▶ Play video
oak cape
#

Hello

#

I want to make my terrain low poly How to do that?

#

Because I want to make performance on my game

solar swan
oak cape
cosmic hawk
#

is there a way to add grass to terrain using a custom shader graph instead of detail meshes and textures?

cosmic hawk
#

Never mind I have found a way but it looks like if I use it I’m limited to 4 terrain layers, not sure but I’m going to look into it more

shadow shard
#

Update: I’m so stupid. At one point the Auto Connect box under Terrain Settings got unchecked 🤦‍♂️🤦‍♂️🤦‍♂️

fathom karma
#

hello can anyone help me with ForestVision?

eternal notch
#

Nature Renderer or Foliage Renderer - do they work with Unity 2023?

scenic timber
#

my brush is on the terrain

#

and I cant use my paint brush

#

does anyone know why?

solar swan
rose sentinel
#

Hello guys, i'm new to Unity and i was wondering why i can't make my grass looks good? It's always looking like this no matter what grass from other assets i'm trying:

shadow shard
solar swan
rose sentinel
#

And im using the same assets

solar swan
#

it looks like the assets you have are capable of making it look nice

#

you can try checking your mesh import settings, see if they overwrite/regenerate anything (like normals)

rose sentinel
# solar swan you can try checking your mesh import settings, see if they overwrite/regenerate...

Let's make a beautiful open world in just 5 minutes! In this tutorial, we make a 3D world in Unity from scratch using the built-in terrain system.

····················································································

Unity Asset Store Links:

Modular First Person Controller: https://assetstore.unity.com/packages/3d/characters/m...

▶ Play video
#

Here's one tutorial i used, i have seen with others cause i thought it was just this asset from this tutorial being dumb but it's not, it's something on my side that is ca using the grass to be rendered poorly

cosmic hawk
#

why is the add grass texture not letting me click it? do I need to enable it in settings somewhere?

cosmic hawk
#

still can't find the problem and google has no answers for me

marble jolt
#

Having issues baking trees into my navmesh. It seems to just ignore them completely. They have colliders and I added navmesh colliders as well. Seems everything online says to use Navmesh Static on these objects but that is now deprecated so I don't know how to get the same result. In Unity 2022

#

Oh seems to be an issue since 2016 thats a bug they havent fixed

#

Thats great

spice wave
#

Ok so let me get this straight if i use URP i cant use any tree made with the tree builder from unity bc material isnt compatible right?

solar swan
#

would highly recommend looking into speedtree for DIY trees, the built-in tree creator is very limited and hasn’t been improved for 10+ years

cosmic hawk
half wigeon
#

My game exists without the Y axis being utilized by design. My player has no vertical movement. For terrain I'm using planes, and marking the tag on them for what my player interaction will be. I would like to be able to do more than just big squares. What would be the best way to 'terrain' without a y axis? I'm wondering if there's a way to just like 'paint' the ground with a texture and a tag to match it? Thanks for any advice and help
Snow = walk
Ice = slide
Rocks = death
Checkers = checkpoint

desert rock
#

then you need a surface system that will detect the terrain layers and kind of assign "tags" to it

#

i can give you the surface system i made if you want

half wigeon
#

I used an update method that would show me the name of the terrain layer I was on but it lagged like crazy. I think ill use planes for my current game and maybe explore this in another one.

#

I also need extra clean lines on my game so the planes kinda just work

desert rock
half wigeon
#

True! I was just lagging super hard anytime I was trying to detect what terrain type I was on every frame.

desert rock
#

you were probably doing something wrong, i never had this issue

frozen locust
#

Is there a way to capture whole scene terrain from above ?

frozen locust
#

Amm yes what ever i just want to take a pic of whole terrain scene cause i want to reedit it in photo editor for Map

frozen locust
#

i trying with camera but the scene is too large and cant get clean shot of it

viscid jacinth
#

Hey champs, I'm using the terrain system to spawn tree. On those trees, I have a script that supposed to disable the MeshRenderer on them, so the trees are invisible. The reason for this doing is because I want to spawn trees at the same location as game objects so I can use RayCast on them. Ray Cast isn't working on the Terrain system spawned trees.

Here is my script. It doesn't make the trees invisible:

    private void Awake()
    {
        // Spawn this this tree on this current trees position while also using Fishnet to spawn the tree
        MeshRenderer[] meshRenderers = this.gameObject.GetComponentsInChildren<MeshRenderer>();

        Array.ForEach(meshRenderers, meshRenderer => meshRenderer.enabled = false);


        this.gameObject.GetComponent<Collider>().enabled = false;
    }
#

Any tips on how to use RayCast, or something, to be able to know when the player hit the tree in a Terrain system spawned tree.

steady frost
#

I have made a terrain in unity and I've added models to make a city. Now I'm trying to export the whole thing as a single 3d model. How do I do this. Also when I try to export just the terrain with fbx exporter, when I open it in blender it is invisible and just shows an origin point. How do I do this?

weak grove
#

Hello I have a question for the terrain paint tool, is there a way with urp I can have albero normal and height map as well when painting on the terrain ?

azure veldt
#

Can anyone tell me how to change a small patch of terrain texture at runtime, like a bomb drops and leave a big mark? I already know how to change the height and make a crater now I need to make the texture change for a small spot. Thanks

solar swan
azure veldt
#

thank you, now I have to learn about splatmaps

plush prawn
#

Hello

#

I am new to unity and I have a couple questions

#

I was looking at a video game where the map for example turns 45 degrees to the left or right or any degree that is

#

how can I achieve that and keep the gravity going down as it should be as well

#

like this, how could I do this?

winter minnow
cosmic hawk
#

Are there any better alternatives to unity’s default terrain system? I want to be able to paint materials and custom shaders and have more than 4 layers

solar swan
#

If you want fully customized terrain you gotta make your own terrain system though.

cosmic hawk
cosmic hawk
#

sadly it doesn't seem to work with hdrp in Unity 2023.15

#

is there a way to fix that or should I just use an earlier unity version

earnest niche
#

does anyone know an easy way to hollow out a quad in unity? I'm trying to make a window frame. idk if this is the right channel for it, but i just need a quick help with it

solar swan
solar swan
drowsy crown
#

How do you control the grass painted on a terrain using the grass tool. I can paint a grass prefab on a terrain and it works. But I feel like there is a little too much grass on the screen, even from far away places. So I wanted to make grass react with camera distance, LODs basically. But the grass painting tool doesn't allow prefab with LOD component attached. I assume its because of GPU instancing as GPU instanced object can not communicate with the CPU. Should I place grass using the tree painting tool? But that wont give me GPU Instancing performance benefit. I really want to control how far away the grass should be to get culled and maybe even render a low poly model of it

desert rock
#

and terrain layers are technically terrain materials

cosmic hawk
viscid jacinth
#

Can anyone help me debug why a script on one of my game objects it not being called? I have Debug.Log in the start and awake, but neither are being called. The script is enabled on the game object.
I put the script on a tree that's being called by the terrain system
It gets called when not using the terrain system

cosmic hawk
#

why is my grass all blury

#

I'm using a normal material for it

#

also it look fine in the editor, it just looks like this in play mode

#

I've done everything right

#

whats going on here?

cosmic hawk
#

Idek what’s going on

trail edge
#

When painting details onto a terrain object, is it possible for the brush to randomly use the list of details?

cosmic hawk
#

I think I’m done with trying terrain grass for today

eternal notch
#

I want to buy Foliage Renderer or Nature Renderer.
Anyone knows if they work in Unity 2023? (as I use it currently)

waxen crescent
#

question, how is it possible that I went from 30m verts to 18m verts and the FPS went from 40 to 42?

winter minnow
#

Ignoring all non-vertex related rendering things even with the same number of vertices performance can differ depending on batching or draw call cost

cosmic hawk
viscid jacinth
#

How to be able to detect trees with RayCast when spawning trees with Unity's terrain system.

eternal notch
stiff valley
#

I have a question about terrain in 3D side-view games.
What is the best way to make the map tiles look seamless like in Mario Maker, SuperBunnyMan, etc.?
One solution is to model a large single terrain, but I would like to combine tile shapes if possible to allow for flexibility in making changes.

#

If I combine them without thinking, I will end up with a picture like this...

solar swan
winter minnow
stiff valley
#

@solar swan @winter minnow
Thank you both for your replies!
I think there are a few assets that can handle TileMap in 3D, so I will look into those first.
Thank you so much for your help.

winter minnow
#

Meshes in both cases but you're working on a 2D grid, not 3D grid, I mean

stiff valley
winter minnow
stiff valley
winter minnow
# stiff valley Oh, I see. Thanks for the advice!

You can do much the same just by placing the meshes in your scene using grid snapping or vertex snapping
If you don't need Tilemap's unique features (like rule tiles) then it's basically just a tool for placing gameobjects in a grid

#

Modular meshes don't have to be a in a grid either way, but that can make them easier to handle

stiff valley
# winter minnow You can do much the same just by placing the meshes in your scene using grid sna...

I may not understand it exactly yet.
In short, there are several ways to place game objects, right?
(Even if I don't use these functions, I can set the coordinates manually and the result will be the same)

These methods can only handle slopes with pre-defined angles (e.g. 30 or 45 degrees), and if I want to create a slope with a free angle in the game, I will need to use some other method.
(I have no idea...)

rugged dragon
#

Yo guys quick question. Why when i add new terrain it is completly blank? Shouldn it be white

silver badge
#

Hello, I got a problem with the Tilemap Editing that when we try edit some tiles, other ones edit as well, how do I solve this?

azure veldt
#

Can someone please recommend a tutorial for using splatmaps, I think this is what I need and cant find a good tutorial to start, thanks.

solar swan
azure veldt
solar swan
# azure veldt ok thanks thats a start, I need to do this at runtime

That’s gonna be way more difficult/complicated to get running performantly. You would typically add that kind of thing into an extra texture map of your terrain shader that you drive from a render-texture. Technically all your splatmaps can be render textures, but syncing the terrain layers (and heightmap) to update, no matter what you do, will take a relatively long time (50ms+)

sleek copper
#

Hi

azure veldt
#

The same effect as if you just paint a small area of the texture with another already loaded terrain texture. But done at run time (50ms is no prob).

winter minnow
azure veldt
azure veldt
#

any suggestion of tutorials?

winter minnow
#

The potential drawback of decals is that they're rendered separately, so if you keep stacking them they rendering cost keeps stacking as well

#

But comparatively drawing onto a splatmap, while permanent, restricts your fidelity a lot and requires drawing and saving texture assets at runtime which is a whole hassle

azure veldt
#

Hmm, ok they wont stack but there might be hndreds of them across the map

#

See I am already deforming the terrain at runtime

winter minnow
solar swan
solar swan
winter minnow
#

Do we know what render pipeline this is?

solar swan
#

not really, seems to work in HDRP

winter minnow
#

No issue in URP 12

#

There's many different methods of rendering decals for each pipeline though

solar swan
#

still doesn't affect terrain details, but thats understandable

rugged dragon
#

Yo guys i got an question. Is it possible to paint terrain so that when i pain it the texture has the form of the brush istead of being squares like that, since if you look at this screenshot you can see from above that the texture is getting painted in squares no matter which brush i choose and forexample if i want to paint an dirtway in the grass istead of it being 100 visible it likes fades out on the side if you look at the screenshot too, any fix for that?

winter minnow
#

Every doubling of the control texture resolution takes 4 times more texture space

rugged dragon
#

Alright thank you

azure veldt
# winter minnow Do we know what render pipeline this is?

I am using Unity default pipeline, I started this project 2 years ago. I have horrendous problems converting to URP and all my trees and terrain wont convert, I had spent weeks trying to fix this and ultimately gave up and reverted back to default. Looking for tutorials about Decals are ALL URP which is annoying.

#

I found a decal system for built-in pl, in the asset store, working out how to use it now.

shadow shard
#

I want to make the classic cave behind a waterfall. What brush can allow me to carve like that into the terrain that actually makes a tunnel and doesn’t go straight to the floor?

solar swan
#

You can use Digger (asset) to more or less get what you want, with it you can "paint" caves into existing unity terrains. Effectively it creates a mesh for you, creates the appropriate holes and blends it all together. Technically its voxel terrain stitched into a displacement terrain. https://assetstore.unity.com/packages/tools/terrain/digger-pro-voxel-enhanced-terrains-149753

Get the Digger PRO - Voxel enhanced terrains package from Amandine Entertainment and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

shadow shard
#

Thank you!

cosmic hawk
solar swan
cosmic hawk
pulsar hinge
#

why do terrain trees need to be a single mesh

#

can't i use two meshes ?

inland jetty
#

I know that it doesn't really create hundreds or thousands of instances of your tree prefab at runtime -- it's doing something more complicated

pulsar hinge
winter minnow
pulsar hinge
winter minnow
pulsar hinge
#

i see , thanks

winter minnow
#

I haven't checked if there is a way to use multi-mesh trees though

pulsar hinge
#

idk i'm having trouble with this rn because i really want my trees to be two meshes ;-;

#

maybe i just wont use unity's terrain system for spawning the trees

winter minnow
pulsar hinge
limber marlin
#

Would I have any future problems exporting the terrain from my game that I made in Blender to Unity? Or is it safe?

pulsar hinge
cosmic hawk
hollow junco
#

Anyone have a fix for this, Im Using HDRP

cosmic hawk
hollow junco
#

Polybrush i believe only work on objects not terrains

hollow junco
# cosmic hawk polybrush isn't working on terrain for me

His suggestion is that if your not doing like a open world persay you dont need to have a terrain, just a high poly plane you can deform for terrain like things and you can use poly brush for the deformation and vegitation

cosmic hawk
#

my game is open world and the terrain I'm using is very large so I need things like dynamic detail so I'm not sure if thats an option

hollow junco
#

You can try out vegitation spawner but im not sure what its compatibility is with HDRP if that is what your using

#

And it is free

#

and pretty cool tool

cosmic hawk
hollow junco
#

You just need a terrain hole painter then

#

or did you want like procedural cave systems

cosmic hawk
#

I want to be able to dig into the terrain using a brush or something without having to use an extra mesh or holes but it seems like I'd have to pay if I want that

#

would there be some kind of way to make an lod system like the unity terrain but have it work on meshes

hollow junco
#

But if your trying to do like you can have floating pieces above other pieces of terrain, your gonna have to go voxel

#

Endless theres some wizardry im not aware of

cosmic hawk
hollow junco
hollow junco
cosmic hawk
hollow junco
cosmic hawk
hollow junco
hollow junco
hollow junco
cosmic hawk
#

doesn't work, you need the digger core first

#

: (

#

I'm just going to use terrain holes + meshes

winter minnow
#

Details can be a separate mesh
You don't need Terrain's detail mesh painting system in all situations

#

Unity's Terrain system is ultimately kind of made for a rather specific use case

opaque rover
#

anybody tried the new tree tool? Don't know if it's new with unity 6 but I found it and it looks confusing but promising

opaque rover
#

at least in unity 6 test or whatever it's called

solar swan
opaque rover
#

lol

#

I haven't seen anything on youtube on it so I assumed it was new

solar swan
#

It’s useless in SRPs

#

And just overall not very powerful. Okay for prototypes.

#

But you’ll immediately start missing some basic controls to achieve your desired results.

cosmic hawk
cosmic hawk
winter minnow
cosmic hawk
winter minnow
#

If Terrain does what you need how you need there isn't really a need to replace it, but it's very easy to grow out of its capabilities
And performance as well

winter minnow
#

As long as you have a way to group them up a bit, rather than having a gameobject per blade of grass

#

But at that point it's not a big hurdle to do GPU instancing
Or swap over to VFX Graph grass which is more capable and optimized than Terrain grass

cosmic hawk
winter minnow
cosmic hawk
#

So blender terrain + chunks + lods seems to be the way to go

winter minnow
#

Even with Terrain you probably want to be competent with Blender or some real modeling program also
Being able to make your own rocks, cliffs, foliage and everything hugely expands your ability to improve the appearance of Terrain environments

cosmic hawk
winter minnow
cosmic hawk
cosmic hawk
#

should I have all the terrain pieces as separate gameobjects or is it possible to combine them together and still have lods per chunk?

winter minnow
#

It was done to improve batching, but if you're using URP or HDRP their SRP Batching makes batching nearly a non-issue

solar swan
#

LODs on terrain meshes will likely cause visual gaps in your meshes between chunks. Or at least make them hard to avoid

#

you have to cleverly use chunks for some things and not for others

winter minnow
#

There's a bunch of solutions to that
Extruding the LOD model edges costs a few more polygons but it's a quick fix

#

Lods with terrains are always viewed towards the direction of the lower lods, so only those edges can peek out

#

Moving the vertices down just a bit (while ensuring normals remain unchanged) could be another way, but it only works if the offset is small

#

They could also be stitched at runtime, but that's more complex

gloomy stirrup
#

what is the easiest way to add realistic looking grass for URP? I am basically trying to make a home garden scene. After reading about it on Google, and watching youtube. There appears to be many different approaches. Does anyone have any advise on the best technique for a small home garden scene? The grass does not need to animate. Would you use the terrain tool for that?

solar swan
# gloomy stirrup what is the easiest way to add realistic looking grass for URP? I am basically ...

for "small" environments, like a garden, you would not use terrains at all. you can just place individual prefabs. So long as you don't use terrain details for grass you can make a pretty nice custom foliage shader. To render nice grass with terrain details, you need to spend a lot of time (or money on assets) to replace the built-in terrain renderer, the details renderer and the foliage shader with something more feature-rich.

left tangle
#

i am still kinda new to unity
anyone know how to scatter a prefab object randomly around a terain with random position and rotation (where u can also limit the rotation)

#

i normally always use blender for this stuff so idk how to do it in unity

solar swan
#

or make yourself a little scatter-component/window

#
Unity

Learn about the many features of Polybrush, which lets you blend textures and colors, sculpt meshes, and scatter objects in the Unity Editor. It’s now part of Unity, with ProBuilder and ProGrids.

random wolf
#

Help please. How can I expand the detalization of terrain. Now it looks like smoothed pixels

winter minnow
peak night
winter minnow
peak night
#

alright thanks, I will try that

vale spruce
#

I have a question ! I am currently working on a game and we have a tile generator system that takes a mesh and rotate it by 90 degree to create land variations. We currently create prefabs and use it in our system, but making terrain like this is pretty tedious in 3d and we were trying out the terrain tool for tests.

With the terrain tool we can create cool elevation and creases for lakes etc for our tile, but It doesnt apear to be rotateable. Is there a way to transform the terrain into a prefab that is editable and rotateable ?

eager island
#

hey guys
when i try to add a texture layer to unitys terrain i cant select the sahder of terrain
i want it to be mobile shader and i need layers beacues im gonna use textre pain feature

winter minnow
eager island
#

so how can i use texture paint feature using a mobile shader?

winter minnow
#

You cannot

eager island
#

if a make a game for mobile cant i use texture paint feature really

winter minnow
#

If you're using the built-in render pipeline you also have "diffuse" terrain shader, which is probably cheaper

#

But texture layering is kind of an expensive shader operation for mobile platforms

eager island
#

i got it

#

probably im gonna need to make texture paints outside unity and so i can use the ready painted textures with any shader i want

winter minnow
#

That is one option, though such textures are often large

eager island
#

which program u advice me for making the texture paint of a large terrain

winter minnow
#

I only use blender for 3D stuff so I can't recommend many

eager island
#

me too

#

❤️

winter minnow
#

Something I'd look into though are using "trim" and "tile" textures to create an UV unwrapped mesh terrain, compared to texture painting it's a very manual process but gives you the best fidelity with the least performance cost

#

A bit like this

inland jetty
#

that's a good idea!

thorny pike
#

What's the recommended way to make terrain similar in style to games like Ocarina of Time? How the walls are all blocky for example

winter minnow
winter minnow
#

Nothing technically is different about how environments like that are made vs how other assets like characters or props are made in the low poly workflow

tacit dock
#

hi I have a rather simple question
I've gone through some of the documentation but couldnt find answers but Im going to be quiet and polite about it

#

when using the unity editor, HOW IN THE GODDAMN FUCK DO I OPEN ASSETS IN THE PROJECT VIEW AND HAVE IT FUCKING OPEN IN THE GODDAMN MOTHERFUCKING RIGHT SIDE, PANEL, WHY WONT IT JUST FUCKING WORK, WHY DOES AN ASSET REQUIRE SOME MAGICAL FUCKING MENU INVOCATION JUST TO OPEN IT WHEN ITS RIGHT FUCKING THERE IN MY ASSETS

#

calm

#

I've created a variety of heightmaps using perlin noise, and have softened some of the terrains using a gausian blur, however whenever i want to add some final touches to the terrain it seems to be near impossible

vivid sierra
#

i got a problem whit the Road Arcitecture road creation my road is pink can i easily fix that whit out doing to mutch stuf ?

wise tusk
#

hey, im trying to get this scene optimized to get some decent frames but some reason its just really laggy, the frames are super low when the terrain is active and im not sure what to do to fix it. This is what the profiler looks like. ive never been good at optimizing stuff.

cosmic hawk
#

terrain texture is stretched for some reason, how do I fix it

solar swan
cosmic hawk
#

This only happened recently, I didn’t change any of the terrain settings or anything

solar swan
solar swan
cosmic hawk
solar swan
cosmic hawk
ivory ravine
#

Still have this lighting bug on DetailMesh on terrains.
Im testing on Unity6 to see if it was fixed and nope, and I still don't know if i'm the only one with this issue.

I have tested multiple versions, 2021, 2022, 2023.
They are all bugged with the same issue, however won't cast shadows either.
Unity6 does cast shadows but won't take lighting color.

Built-in and/or URP, fresh project - Forward
base Capsule as prefab painted on terrain.

#

so again, am I the only one with this, can anyone test a pointlight on his terrain ?

ivory ravine
#

or - Am I crazy and pointlight never worked on detailMeshs in forward

steady crag
#

i downloaded a asset terain but it does not have colison on it. is there an easy way to place colisaon on all of them at once?

buoyant gull
opaque rover
#

So, has anyone worked with Digger? The lighting of the terrain doesn't seem to work in newer versions of HDRP.

I am using Unity 6 preview and the shader for the digger terrain doesn't receive light. There is a mention in the documentation about needing to download a new shader for HDRP 14+ but there is no such file to be found anywhere.

The support on the digger discord is nonexistent, seems the owner and mods don't visit. Anyone here worked with it?

languid edge
#

Is it an appropriate way to use Unity's terrain tool to place trees for a VR game? Having a couple hundred of them results in over 300 draw calls just for the trees alone..

solar swan
celest field
#

what would be the best way to make trenches without making these really harsh bottoms?

#

like to make it look man-dug

#

is there a certain brush you recommend or something?

opaque rover
#

also, this shouldn't happen in the first place if you're digging it right from the get go

#

reduce the opacity and strength on the brush

austere flower
#

is it serious , 2 triangles for a tree !

dusty void
#

Does anyone know why the axis came loose?

celest field
opaque rover
#

the dropdown where you select raise/lower terrain etc

#

one of them is for smoothing

celest field
#

oh i never saw the smoothing option, ill check it out

#

sometimes im blind.

celest field
#

im making a military game

opaque rover
#

ok now where you select raise/lower terrain

#

select terrain smoothign

celest field
#

well im not at my pc right now but when i get home i will. thanks!

celest field
opaque rover
#

it gives you a brush

#

just like raising or lowering

#

you smooth within the brush

celest field
#

ohh alright. yeah sorry im not incredible at terrain lol im mostly a programmer

#

but thanks

opaque rover
#

you paint it over anything you want to smooth out

sturdy flicker
dark lodge
#

I watched some videos about implementing wave function collapse in unity, and i just saw that these tutorials mostly shows that terrains are generated (instantiated) on Play instead being created on the Scene. What if i want to generate and use the terrain from the start, and adding colliders to it?

wanton osprey
#

anyone on here?

#

I don't see this on mine

humble aurora
#

hello i'm trying to create a small level to showcase my foliage , in order to do that i'm using houdini to spawn the foliage, for now i'm spawning the grass as unity instance and enable the GPU instancing on the material. but my batch count is 80 000 , how can i reduce it ? or , is there a better way to spawn the foliage ?

frozen locust
#

Can some one tell me what am i doing wrong and why streaming is not working

solar swan
frozen locust
#

Well i ben using stream terreain mesh combines etc the optimizing not so quate good

solar swan
#

idk what that means

#

if you want to stream meshes you need to load/unload them in some way, how are you doing that? if you mean to cull them (from rendering), you need to use a LOD component or disable the renderers in some other way. Are you doing that?

#

If you are using a custom renderer (instanced indirect etc. you need to DIY the culling)

final yoke
#

I'm fairly new to using 3D in Unity - I'm trying to use a scrolling 3d landscape as a background for a 2D game. I'm struggling to find anything using Google Fu.. does anyone know of a suitable totorial or example?

neat jacinth
# final yoke I'm fairly new to using 3D in Unity - I'm trying to use a scrolling 3d landscape...

2D Background scrolling and parallax for unity. In this episode, we jump into the 2D world and start implementing a super nice background using a simple scrolling technique, and a parallax technique!

►-------------------------------------------------------◄
Join the community, keep on learning.

► Come hang out in discord! This is the most effi...

▶ Play video
#

took 2 seconds ngl

#

pretty sure that gets the result you're talking about

final yoke
#

Nope... that's a parallax side scroll. I'm talking about a 3d terrain moving forwards as a background for a 2d game.

last linden
#

Hello, this is what happens when i move terrain that had grass or trees on it they become massively big

#

Any idea how to avoid this

viscid jacinth
#

How do I mass place Game Objects using Unity's Terrain tool?

#

For example, how do I mass place rocks using the Terrain tool?

humble aurora
#

there is no built in procedural spawn in unity if that's what you are asking for

#

is it normal that my grass disapear like that by chunks ?

desert rock
rocky folio
#

Hi all. A question about "ready made assets vs make ur own"
I've decided to scope the game to NOT focus on level related gameplay at all. CS's de_dust size, topdown and on a 2D physics space (so no need for mesh terrain with complex underground), with 3D graphics/elevation. Map will be static (no need dynamic, transforming whatsoever)
Like Dota, Ragnarok Online, Diablo
I am a programmer, but as mentioned, i will focus on narrative, skill system, rather than "per floor data" and other level-related mechanics

I'm kinda on a crossroad actually. Bcoz i don't need sophisticated level gameplay, i was thinking of making my own solution (integrating some battle tested ones like how Tiled/LDTk is for 2D, or Microsplat specifically for the texturing)
I have yet found a reliable asset/solution(s) combo to implement just what i minimally need

I saw Tile World Creator 3 https://assetstore.unity.com/packages/tools/level-design/tileworldcreator-3-199383#reviews
And some of the bad reviews of it mentions messy code, bad idea if u need to modify it (common case)
But.. If the game will not focus on custom/specific level/environment kinda gameplay, does that mean it's actually a good idea to use a ready made, all in 1 asset like TWC?
We have a dedicated artist that may benefit from using this "convenience all in 1" asset, but even without aiming for level related gameplay and focus elsewhere, i wonder if it'll still bite us in the long run

magic ibex
#

How can I make the trees in a certain distance to show black without rendering? I had it already but then it got back and I have no idea how I did it

slim python
#

What do you suggest for creating good forest map. I made raising lowering things, but the problem is how to seperate rocks,create way,which props should I use and how many trees for aesthetics. I don't know about creating maps, but i know map shouldn't bore player

#

I can't decide

glad crest
#

what is like the best way to build a map for a survival game in low poly?

solar swan
glad crest
#

I want to make a world for my Survival game but I don’t know how to begin

#

Like do I make a terrain in blender

#

Or do I just use unity

solar swan
#

How serious is this project? Do you want to have the real answer or the free one? How big is the game?

#

And what do you mean by "low poly"? technically terrain is always relatively low-poly

glad crest
#

it just something i am working on to learn some unity and how to make a game i am not thinking about really publishing a game just trying to get the hang of it

fringe pebble
#

Anyone knows how to fix the texture painting looking sorta blocky? I don't mean repetitive.

winter minnow
#

The "blocks" are individual pixels on the texture

#

If the edge is smudged over more pixels, the pixel edges will be smudged also

#

Texture painting is not an effective way to make any sharp details

fringe pebble
#

Thanks!

rocky folio
#

Hi, can anyone recommend an asset/git repo that can place 3D block tiles, with defining rule tiles?
TileWorldCreator looks good, but doesn't support big tile
Tessera, TileComposer, is mostly proc gen, don't seem to have good support on manual editing
WildTile doesn't support multi biome, or variants per tile

azure berry
#

someone have bus model which is free to download?

candid python
#

Trying to paint holes in terrain and was met with this

Looked into Quality settings saw no issues and tried different qualities with no help*, I am on URP 2022.3.31

candid python
wooden cave
glad crest
#

I Will zend you message

rotund forum
#

idk if this is the right place to ask this, but im going crazy. i am trying to make ghost of tsushima esque grass/plants that also work with terrain. i have been gong through the net and countless tutorials, but i cant seem to find what im looking for. i found stuff that works on a flat plane and stuff that works on geo, but nothing that works with terrain

spiral crystal
#

Does someone know how to change the density of grass in the version 2020.1.9f1 ?

steep hinge
#

some how my terrain neighbors broke

#

I can only edit one of the two terrains at a time... so leveling both and redoing the hill is not an option

#

using the autocorrect/reconnect neighbors is not working

#

they have the same group id

#

any thoughts?

night radish
#

Hi everyone, I'm having a small issue when importing a heightmap into Unity 2020.3. I have the Terrain Tools enabled however when I import the heightmap by creating a terrain and going to Import RAW I run into the issue shown in the first picture where two sides of the terrain have a massively distorted edge while the other two sides are fine. If I try the other method of going Window > Terrain > Terrain Toolbox and importing the heightmap through the Create New Terrain tab I run into the even worse issue shown in the second picture. Third picture is the RAW file I am using.

#

Any guidance on to where I have gone wrong would be much appreciated.

queen rivet
# viscid jacinth For example, how do I mass place rocks using the Terrain tool?

Get the Vegetation Spawner package from Staggart Creations and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

viscid jacinth
queen rivet
#

Any Lod mesh would work🙂

calm tendon
#

i have some trees as part of my terrain, but they will go to a 2d look at a certain distance and look really wonky when i pan the camera. how do i stop this?

#

Does anyone know how to fix this?

mystic zinc
#

dont know if this is the right channel but does anyone know of a good way to impliment a tall ancient forest look for a top down game?

#

i want the trees to be tall and strong but not get in the way

hot mango
#

Could anyone help me replace the default unity URP shader to remove the specular it adds to all terrain layers? Its washing out the color of my terrain a SIGNIFICANT amount and its really annoying.

To achieve the color I actually want I have to turn up the smoothness slider on a given terrain texture but it just results in a permanent specular that wont go away no matter what I do.

solar swan
hot mango
#

Upping the saturation is out the question unfortunately, my game is already pretty bright and colorful enough

#

I'll look into microsplat though

rotund forum
#

still struggling with mass placing grass. i want to have grass that is slightly bent (gravity) in its rest position, but i want it to also bend apropriately in wind. if i use a grass model that is prebent, it doesnt deform corrently in wind. if i use straight grass, it bends correctly but looks not what i want if there isnt any wind (see graphic)

Is there any way i can achive both?

fossil lotus
hot mango
fossil lotus
#

microsoft?

hot mango
#

microsplat

#

my bad, autocorrect lol

#

although microsplat is free you’re gonna have to pay for a urp addon for it

fossil lotus
#

ahhh the plugin, gotcha

viscid jacinth
#

Hi guys, the second line of this for loop is slowing down the heck of my project:

for (int index = 0; index < terrainData.treeInstanceCount; index++)
{
  TreeInstance treeInstance = terrainData.treeInstances[index];
#

Using this seems to have cut the time in half or 1/3:
foreach (TreeInstance treeInstance in terrainData.treeInstances)

#

I'm worried as my project gets bigger though that its not going to be enough

fossil lotus
#

is there a way to hide this terrain bounding box? the wireframe square. It's always rendered in scene view even if not selected

#

its one of the gizmos, but I can't figure out which

#

ahhh found it, its navmesh surface

marsh fern
brittle sierra
#

anyone have any idea on how to paint a terrain and get the edges to look like super smooth and precise like this?

#

my current attempts all come out looking like this - either blurred near the edges or blocky

rotund forum
desert hill
#

Hey guys, ive been learning how to make grass recently, and wanted to ask for some perspective on achieving a specific look/how the look was created.

I tried out the Tower Factory Demo recently and really liked the way the grass looks in that game (first image)

Im trying to achieve a similar style, however when i use the grass texture + terrain tool, the billboarding doesnt work with the current camera angle, and its clear that the grass is 2d (above).

My game(second Image)

Does anyone know how to achieve this look given the angle? Thanks!

rancid nimbus
#

what am I lacking? why does mine look so cheap? and I dont mean the assets, something about the feel itself looks very unity in my picture

#

I m struggling to discover the magic trick needed I m stuck for so long on this unity look

#

I would also love to get this look

desert hill
#

Ive been doing a lot of reseach on it, it mostly seems to just be a plane with a shader applied to it. Each individual texture is billboarded to look at the camera, but only on the Y axis. The Z axis seems to be a set rotation or based on the height

desert hill
rigid junco
#

Better performance and no see-thru

lean cloak
#

First time trying 2D art, wanted to make some rocks for a 2.5d side vieuw game , would love some feedback / tips

spiral crystal
#

Hi, does someone know how I can make this less pixelated?

winter minnow
spiral crystal
tight tide
#

It will only work tho if you have a Blue map channel

tight tide
# spiral crystal Hi, I dont have this Settings... how can I find it?

Hi :) Very often in my videos, I use height-blending when creating terrain, and I also often get questions on how to set and use it. So this time I decided to prepare a tutorial about Height- based blending, that anyone who doesn't know this technique yet, can create even more realistic terrain:)
Have a nice week:)

  • This is a tutorial for begi...
▶ Play video
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watch this for a clearer understanding

spiral crystal
spiral crystal
winter minnow
rotund forum
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is there a way to make asset groups for placing them on terrain? i have 3 different assets for the same tree type and want unity to palce a random one from those

rancid nimbus
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whats the reason for the turret not fitting in with the scene? it somehow clashes with the rest

rancid nimbus
rancid nimbus
split inlet
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Want to place grass everywhere but the terrain tool is no good because I wanna place teh grass on a custom map I made its not a unity terrain per say