#⛰️┃terrain-3d

1 messages · Page 6 of 1

split inlet
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How would I go about this besides playing one grass at a time

desert rock
cedar basalt
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how to understand how to put togheter a beutful simple level with assets.

nova perch
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any1 know how to use this as a detail mesh? you have to have exactly one material but my prefab isn't li ke that

rancid nimbus
# cedar basalt how to understand how to put togheter a beutful simple level with assets.

great question, I m a beginner myself and I cant find many resources either

What helped me a bit was this video, he plays around with shadow settings, fog, lighting etc
https://www.youtube.com/watch?v=IotV3yHAdJ8

Its not much bit its something

If you find out what the magic trick for making simple but good looking levels is, let me know

I made a low poly desert game environment in Unity URP (in 40 minutes) using my game-ready assets. This video will show you a speed up version of me creating a game environment in Unity 2020.1 URP.

👉More info + Final Scene Render Image:
https://www.lmhpoly.com/timelapse-videos/i-made-low-poly-desert-environment-in-unity-urp-in-40-minutes

✨RELA...

▶ Play video
cedar basalt
last linden
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grass that i painted with the terrain tree paint becomes so much big when i move the terrain any idea why ?

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hmm i noticed the scale on the model itself is not 1 so maybe that's the issue

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Edit: making the model 0.01 in import settings and 1 in model fixed it

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now when i move the terrain the detail doesn't become big

rancid nimbus
snow hare
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can you have a 4097x4097 heightmap on a 2048x2048 terrain
and will it result in better quality or smth

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and what is a pixel error

civic carbon
snow hare
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so well, terrain will have "better quality"

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i mean more triangles or smth

civic carbon
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No, just more accurate.

snow hare
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does it affect performance somehow

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or read operation is done once when building the terrain

civic carbon
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Bigger texture worse performance when editing. Not sure how much of a difference it makes at runtime. I am pretty sure that it is a one and done sort of thing. But you would have the memory overhead of having the texture loaded

snow hare
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well, it's only a single terrain

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shouldn't really eat much memory

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i'm currently building up a large terrain out of small pieces

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each piece has 64x64 size and 65x65 heightmap

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i collect the pieces into a single terrain with 2048x2048 size and 2049x2049 heightmap

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if i instead have 129x129 heightmap on each 64x64 piece and 4097x4097 heightmap on resulting 2048x2048 terrain, will the output be more accurate?

snow hare
snow hare
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i kinda don't get it from wiki

tight tide
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Is there an easy way of creating a sloping terrain instead of manually painting it? I'm just wondering if I'm doing this right

solar swan
tight tide
solar swan
nova heron
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Does anyone know how to create tiles that dont end up looking like squares? How can I make them transition smoothly to each other?

winter minnow
charred jolt
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GetInterpolatedNormal seems to point along the terrain instead of perpendicular, is that supposed to happen?

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var normal = _terrain.terrainData.GetInterpolatedNormal((x + halfSize) / _terrain.terrainData.size.x, (y + halfSize) / _terrain.terrainData.size.y);

grass.transform.rotation = Quaternion.LookRotation(normal);
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This makes the object face along the terrain

charred jolt
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I'm adding halfSize because my terrain is centred so it adds half of the size of the terrain

slow relic
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hey

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can any one tell me how to fic this

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i want to so that thw wall whould appear on top of the ground tiles and not just deleate the ground tiles

winter minnow
green gorge
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Hello! Can anyone tell me waht is happening here? I am using a simple directiona llight on a terrain with fast trees and grass meshes paited atop of it. They don't seem to get shadows cast on them though.. Does anyone know how to fix this issue?

rotund forum
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is there a way to make asset pallets in terrain similar to the polybrush?

torpid oasis
vagrant bough
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hey im trying to set up my tree (improted as an fbx) and at first the tree couldnt be instance bc of no valid mehs renderer but then i found an solution on reddit saying to create a prefab of the model with an mehs renderer and an lod group. somehow this worked for one model but my other model gets another error: the tree couldnt b instanced because one material is missing. but there shouldnt be a missing material actually

manic cairn
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Can somebody help me with procedurally generated terrain

cosmic hawk
snow hare
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I'm still on my large terrain with high view distance problem

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Anybody has a clue how to make 6144x6144 terrain while still having good splatmap which isn't squared like on this picture, and also display far-away mountains lods(like 4k units away from player)

winter minnow
snow hare
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How much terrain pieces i can have without unity dying cuz it has to process exsitance of many terrain/terraincollider components?

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And if there are many terrains, how do i hande runtime splatmap/heightmap rebuilding so terrains get higher-res maps only when i approach them

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for heightmaps i can probably store refs to .raw, and well, apply it to the terrain

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but for splatmaps with all those layers idk what to do

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for 6144x6144 world coverage i use 12x12 grid of 512x512 terrains

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and each of those 144 terrain has 4k splatmap

snow hare
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9216 cells of 64x64 size Xd

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if i cant use primary size, then i need to combine heightmaps of cell grids to a larger chunk

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but in that case combining splatmaps is gonna be painful

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because each individual 64x64 piece has own set of layers

solar swan
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144 terrains with 4K splats alone are 2.8 GB (and this doesn’t count mips). These maps also cannot be streamed or compressed.

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unity terrain works best when there is just 1 terrain. That’s what it was originally designed for. Any adjacent chunks you may have loaded need to have their full set of maps and textures loaded and render their full shader. If they don’t share the same shader, your perform dies potentially because of the texture sample counts which can go crazy if you use anti tiling tricks, many layers or stuff like POM

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If you want to do proper world streaming with actual terrain LOD and assets loading incrementally you pretty much have to rebuild the entire terrain engine or spend equivalent time on coercing the builtin system to approximate what you need

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4K splat on 512 unit terrain size is quite extreme (.125 unit resolution), 0.5 units would be more sensible. AAA doesn’t go beyond .25 either

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you gain nothing from that kind of texture placement resolution. All that detail should come from height blending, detail meshes and overall clever texture design

snow hare
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well, it's an equivalent

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256 splat on 64 terrain

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and this is 512

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it's quite hard to see the blocky thing

solar swan
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you are doing it wrong

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This is not how you are supposed to use splat maps

snow hare
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well, then how am i supposed to use them

solar swan
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Make a transition zone where both textures fade into each other

snow hare
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how

solar swan
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turn on height blending

solar swan
snow hare
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i now have 1 layer

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added second one

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set resolution to 128 instead of 512 just to test

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and painted a road diagonally

solar swan
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The blend are must be wider

snow hare
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blend what?

solar swan
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Grass/road

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And you don’t need to scale down the texture, just the splat

snow hare
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i only scale down splatmap res

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textures are all 1k

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1024x1024

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kinda many squares

solar swan
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Use a softer brush

snow hare
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which one

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and with which settings

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i tried different brushes, but it's still squared

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some parts are kinda covering transitions, but with transparent version of the texture

snow hare
opaque rover
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OK so what is my best option for painting a giant terrain mesh?

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It would be blocked out via digger, exported (only the underground section), then sculpted further in blender, then I'd need a way to texture it

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I know painting a texture for it in substance painter doesn't work because the mesh will be too big

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I'd love to paint it unity terrain style with splat maps

cosmic tinsel
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why is my grass lying down?

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i want it to look lik this

snow hare
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in blender if you do it there

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since YZ are flipped there

solar swan
# opaque rover OK so what is my best option for painting a giant terrain mesh?

For large terrains you’d typically use a combination of procedural generation and manual painting&sculpting in multiple passes. You start with a manual layout, potentially sculpted in blender, feed that into a procedural terrain generator like gaea/world-machine for erosion and mask/map creation, then bring that into unity and do local modification around your gameplay/objects, typically via procedural tool like microverse (biomes, texturing, roads, rivers, object scattering), then finally do more manual local adaptations via painting. In all these steps splat map texturing is a side-product. there is typically no manual direct painting of splat maps due to the burden that such a destructive manual process would be.

opaque rover
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I can sculpt it myself

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I would be able to do all this with digger, no exporting anywhere, but the digger shader doesn't work with unity 6 unfortunately

solar swan
opaque rover
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as far as I know

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I only need the digger integration + hdrp support asset

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no?

solar swan
opaque rover
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I don't know that I need anything more

solar swan
opaque rover
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Triplanar shading sounds good

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But I don't think I need anything more

coarse lava
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Please suggest how I can improve on this

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when I add too much grass or trees, my PC is unable to handle.. so please suggest low performance improvements

snow hare
winter minnow
snow hare
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by chunk loading you mean some parts of the world are not loaded/rendered at certain conditions?

winter minnow
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Yes

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In many games you might only see the tile you're in and ones next to it so ones beyond that don't have to exist at all at that time

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Or you may see the further tiles (or all tiles) from afar so only low LOD levels need to be loaded (as well as low mip levels but that might require "virtual texture streaming")

snow hare
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aren't far away tiles also terrains

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or they are meshes

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i mean in case i have 64x64 tiles for 6144x6144 world then total amount of them is ~9200

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9200 terrains is too much for unity to handle

winter minnow
snow hare
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yeah

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i don't connect splat or heightmaps rn

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just the size

winter minnow
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That seems quite small
A terrain is already internally broken into tiles with their own LODs

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LODs can be used for all meshes, not just terrains

snow hare
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so what's the preferred terrain size and what's the preferred heightmapres / terrainres

snow hare
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not distant rocks or houses

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Anikki said that 2/1 is optimal and 4/1 is like AAA-game stuff

winter minnow
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That's probably the ballpark estimate
But note that triple-A games have much heavier optimizations than what unity terrain can offer

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You don't generally expect to make a full open world with the terrain system

snow hare
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so well, terrains are not for me

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have to write smth to suit my 6144x6144 needs xD

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or 4096x4096 or 7168, or 8192...

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or for sub-worlds 1024/2048

cosmic tinsel
solar swan
snow hare
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i'm doing a proof-of-concept demo

solar swan
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proof of what?

snow hare
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large terrain in unity

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with decent graphics

solar swan
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you can’t prove that without content

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the limiting factor here is lack of editor support for managing this kind of world, not the render performance of terrain meshes

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the editor performance will die long before you have filled a 2k map with detailed content

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provided you have the memory you can easily render a 8k map with 0.25 m resolution

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you just can’t fill it with content unless you heavily reuse models and textures and build tools for managing the chunks in the editor.

snow hare
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large world + modding

snow hare
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so performance is a limiting factor

solar swan
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looks like you don’t have the memory then

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(in you gpu)

snow hare
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well, when i play skyrim, it feels like i have memory

solar swan
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Skyrim doesn’t use Unity and has proper asset streaming

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it doesn’t need to load the whole world at once like vanilla Unity does

snow hare
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with some upgrades to 2013

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and unity 6 is 2024...

solar swan
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why does it matter when it was made?

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It’s not a technology issue, it’s an architecture issue

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Unity is a generic engine for all sorts of compact games . Creation engine is made specifically for open world Bethesda style games

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unreal didn’t support open world streaming either before 5.0

snow hare
# solar swan why does it matter when it was made?

well, skyrim is not using advantage of multiple cores, it doesn't support ray tracing, it's scripting language is relatively slow, it's CK is slow and has a lot of limitations, which require giant libraries to be written to add support for some functionality, game doesn't support compute shaders and so on...

winter minnow
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How's that relevant? Each game supports the features it needs

snow hare
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so well, games made on unity 6.0 in 2024 might give out more performance than skyrim while keeping same world size(6kx6k)

snow hare
snow hare
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they add things which were not possible back then

winter minnow
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Daggerfall in 1996 had a world size equivalent to 314 000 x 530 000 units

snow hare
winter minnow
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Daggerfall was also ported to Unity

winter minnow
snow hare
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Well, skyrim keeps the entire 6kx6k terrain visible every frame

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it uses fog to hide low quality of LODs, but it has tons of lod meshes existing at the same time

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so well, equivalent to 9216 low-res terrains

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except some terrains which are relatively close are not LODs but actual terrains with colliders and high resolution textures, which calculate the "life" of npcs, not fake it

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and my question is how can i make a game which also keeps the entire landscape visible from any point, but also have beautiful landscape textures, and more than 1 fps

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i tried 9 2048x2048 terrains to fill the world up and it gave me desired 150+ fps

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but i kinda didn't like the 4k splatmap resolution, it felt to squared for me

winter minnow
snow hare
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so i experimented with other approaches

snow hare
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but since the game is moddable, skyrim generates lod mesh at runtime somehow

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from the cell/chunk data

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at least it looks like it does

winter minnow
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Creation engine is optimized for exactly the kind of distant land it uses
Unity is not optimized for the kind of distant land Creation engine uses

snow hare
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so that means if i have enough time and knowledge, i can code my own terrain solution

winter minnow
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That's one of Anikki's suggestions

snow hare
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Or maybe if there is a different open-world engine avaliable, i should try switching

snow hare
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don't you know any point where i can start from

winter minnow
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There may be Asset Store solutions also

snow hare
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maybe some popular youtuber

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or guys trying the same thing on forums

winter minnow
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Not at hand

snow hare
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cuz 🇷🇺

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so now i'm just copypasting what i can find or brainstorming myself for weeks

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that's how i created plugin support

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used reflection to load custom plugins for the game

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created simple OnEnable() OnDisable() and EventHandler with custom events

winter minnow
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I can only say with confidence that the Terrain component is not specialized or particularly good for any purpose

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And it's not practical to modify it, if even possible

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It's just kinda "there" if you need it for prototyping or something

snow hare
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You can create custom editor for the component, that's only thing i know

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And well, terrain is a sealed class

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So you can't extend from it

snow hare
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Not unity terrain

snow hare
winter minnow
winter minnow
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It's technically possible to negotiate that some part of a proprietary asset be included in your mod tool, likely as a baseline requirement that it can't extracted out for use with other unity projects

snow hare
snow hare
winter minnow
snow hare
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alr, gives some hopes

half mason
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Hey guys I've seen a lot of people try to bake collision meshes on a job like here.
https://github.com/Delt06/voxel-terrain/blob/master/Assets/Scripts/Chunks/ColliderGeneration/ChunkMeshColliderGenerator.cs

but the job runs on the main thread. I tried running it on a background thread like this but apparently I can neither bake nor set colliders in a background thread.

private void BakeCollision(Mesh mesh){
Task.Run(() => {
Physics.BakeMesh(mesh.GetInstanceID(), false);
meshCollider.sharedMesh = mesh;
});
}

if that's the case, what's the benefit of doing it on a job? And is there any workaround to bake the data on a background thread?

chrome mango
snow hare
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In skyrim CK each chunk is divided in 4 quads(around 16x16), and each quad can have own 6-8(don't remember the exact number) layers

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so it's like 10+ layers per cell in total xD

north oasis
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when i'm painting the terrain, it seems like it's made out of squares, or something like that. look at this screenshot - i tried to paint something with a black texture, and i can't freely draw, because it's very grid-like. what settings do i adjust to make it more free to paint textures, without this grid snapping?

winter minnow
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Control texture resolution can be increased, but there are practical limits with how big it can get before it's prohibitively expensive to keep in memory

north oasis
winter minnow
north oasis
half mason
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I though Physics.BakeMesh was giving me the error lol

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This works thanks! I put GetInstanceID inside BakeMesh so the callstack was pointing to the same place lol

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*AppendGenTask is some locked queue I use for reinserting into the main unity thread

obsidian cave
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where can i find a terrain generator?

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i dont need anything very specific

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i just wanna mess around with unity

half mason
# obsidian cave where can i find a terrain generator?

I'm not very qualified to discuss it, but if you're looking for some static terrain you can create you can go into your scene click create > 3D object > terrain. If you need to create more terrain in runtime(generator), you need to look into terrain generation of which I'm more qualified to discuss.

obsidian cave
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yes

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ill try to create the terrain

obsidian cave
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creating the terrain by myself isnt easy

half mason
obsidian cave
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static terrain creation

half mason
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as I said I'm not very qualified for that, you can refer to tutorials on how to do that

obsidian cave
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how's procedural runtime generation?

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generates terrain everytime the game turns on?

half mason
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Basically, it refers to generating new terrain off noise maps when you run your game. Since these noise maps are functions they're essentially infinite(as long as your calculations maintains precision) and unique. But I don't recommend if you want a simple game/new to unity.

obsidian cave
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ah

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then ill stay away from it

half mason
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probably work with the terrain editor then

prime pebble
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A common issue I see with Unity games and water. How do I fix it? The LOD on the mesh looks like it messes everything up

prime pebble
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In general, the amount of pop in with LODs is really bad. How do I mitigate that?

solar swan
prime pebble
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Well what if I did want to make a shallow coastline? After all, it is how a beach looks

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I will try pixel error

solar swan
prime pebble
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You just can't?

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Sounds like a pretty bad limitation

solar swan
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not if you want to use a generic LOD system that aims to solve the common situations people want to use terrain for.

prime pebble
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Hmm, okay

solar swan
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shallow beaches. Actually any beaches are commonly ignored or masked in games because making believable shorelines is a yet unsolved problem

winter minnow
solar swan
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you will find that all games have really bad beaches, except those who are only about beaches and don’t use standard tools

prime pebble
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Pixel error of 1 looks much better

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Why is it not like this usually?

solar swan
prime pebble
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This doesn't seem so bad for performance

solar swan
prime pebble
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we will see

bold blade
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Still kind of new to this unity thing. I'm playing around with perlin noise and procedural gen. I just figured out how to create a smooth gradient from the top of my terraces to my valleys. ( first picture ). I'm aiming for an effect like the age of empires 2 map. The difference between mine and the AOE2 map is that the AOE2 map has squared tiles in a grid like system, but mine has multiple triangles. I'm not really sure what i should be googling to start resolving this.

opaque rover
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So, I'm guessing having a giant UV mapped, textured mesh as a terrain would be a terrible idea

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Giant file size, right?

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Wait, can't I do it with polybrush on an unmapped mesh? It does splatmaps afaik

dawn pond
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i need help with procedual generating rooms if anyone could help that would be amazing

solar swan
# bold blade Still kind of new to this unity thing. I'm playing around with perlin noise and ...

You can’t do AOE2, SimCity2000, TransportTycoon style elevation with a unity terrain because you can’t arbitrarily flip the triangles. Which will always leave some corners and diagonals in a jagged shape. You can only use unity terrain for terrain shapes that are smooth over multiple grid cells. If you really want that look, you need to make the terrain mesh yourself (procedurally).

solar swan
# opaque rover Giant file size, right?

Correct. You typically use tiled texturing blended via splatmaps. With a custom shader you can modify that base texturing with additional global textures, for example to override tint or smoothness.

bold blade
# solar swan You can’t do AOE2, SimCity2000, TransportTycoon style elevation with a unity ter...

I am making the mesh. Perhaps i need to adjust the number of vertices and triangles?

    ```private void CreateShape()
    {
        int width = TerrainSettings.width;
        int height = TerrainSettings.height;
        float[,] heightMap = HeightMapGenerator.GenerateHeights(TerrainSettings);

        vertices = new Vector3[(width + 1) * (height + 1)];
        uvs = new Vector2[vertices.Length];

        for (int i = 0, z = 0; z <= height; z++)
        {
            for (int x = 0; x <= width; x++)
            {
                float y = heightMap[x, z] * TerrainSettings.heightMultiplier;
                vertices[i] = new Vector3(x, y, z);
                uvs[i] = new Vector2((float)x / width, (float)z / height); // Adjust UV coordinates here
                i++;
            }
        }

        triangles = new int[width * height * 6];
        int vert = 0;
        int tris = 0;
        for (int z = 0; z < height; z++)
        {
            for (int x = 0; x < width; x++)
            {
                triangles[tris + 0] = vert + 0;
                triangles[tris + 1] = vert + width + 1;
                triangles[tris + 2] = vert + 1;
                triangles[tris + 3] = vert + 1;
                triangles[tris + 4] = vert + width + 1;
                triangles[tris + 5] = vert + width + 2;

                vert++;
                tris += 6;
            }
            vert++;
        }
    }```
ionic ember
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oh help, I lost my map and the polybrush or probuilder textures are pink 😥 (it happened when I was looking for a bug in the package and manually deleted some of them from the manifest.json file, but I already reinstalled them again)****
#💻┃unity-talk message

ionic ember
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I managed to recover some textures, but I lost my terrain data, since it was located in a folder of a plugin that I had deleted. No problem, I was thinking of creating another land

split sedge
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I'm working on a project with the goal of procedurally generating a huge low-poly cave system, and I'm thinking of using Constructive Solid Geometry, but I'm not sure how to approach it. Are there any examples of procedural generation in CSG that I could examine? I believe Deep Rock Galactic has CSG caves, but their stuff is proprietary so I don't really know how it works

vapid slate
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how can we get custom brushes in this toolbox?

rose sentinel
rancid nimbus
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I feel like I absolutely ungodly suck at creating terrain
how do I learn to make it look good?

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I m making a game inspired by muck

half mason
half mason
# bold blade I am making the mesh. Perhaps i need to adjust the number of vertices and trian...

You should always try to use triangles. The GPU can take in quads, but they are secretly converted to triangles for rendering(because triangles define a surface). If you proceed to use quads, you have less control on where specifically the GPU decides to split your quad into triangles, so I recommend you stick to triangles.

For 2D terrain, lock your vertex positions to grid coordinates on a 2D plane. For a grid of N^2 quads you need (N+1)^2 vertices. You can define a lookup table for these vertices. Then for each quad you just need to create two triangles. I highly recommend parallelizing mesh generation, either in a compute shader/unity job. With this your geometry will be limited to a 2D squares. You can define a custom shader to display just the square wireframe.

thin hearth
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Then randomly flatten some parts of it

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Use the slope filter to paint a cliff texture

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Add a bit of random noise

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Add some trees, water.

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Then add various grass and shrub detail meshes where the grass texture is (don't have a screenshot of this, sorry).

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Variation with trees. Bushes.

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Rocks

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Beyond this, you can study rules of landscape photography to improve your composition. Colour theory for improving your textures and how they work together.

tulip cobalt
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can someone explain to me why there is still some part of the terrain still got rendered although its not in the game view?

thin hearth
tulip cobalt
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just re-bake occlusion, got different result but some of the further terrain still got rendered

rotund forum
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i have a big ass terrain i worked on for quite a while already and performance is taking a dip. 5x5 km made from a 4k map. will it improve performance if i use something like terra slicer to make them into smaller chunks? ive read it helps but i want to reconfirm before i spend money

solar swan
# rotund forum i have a big ass terrain i worked on for quite a while already and performance i...

slicing it up will not improve performance, all terrains are still loaded, queried and rendered. Can you show a screenshot of what you're dealing with? is it render performance or editor/cpu performance? One 4k terrain should still be fairly usable priovided all other settings are reasonable. You get the best experience with unity terrains if you use a 1k terrain with a 2k heightmap (amortized over quality, runtime performance and workflow concerns). To realize a large world you may need to implement your own streaming world system with small world chunks or somehow coerce the existing unity system to just load nearby chunks (64-512 units in size) and eliminate all init calls (start/enable/awake) on objects that live in these chunks to work around frame-drops on activation of these. Both approaches are equally non-trivial.

rotund forum
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though only like the first row of bamboo is a proper 3d object, everything behind is just a quad with billboard shader

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the only way i could explain that is if the billboard shader takes the cpu to calculate

solar swan
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you are rendering too many terrain details for the builtin shader/renderer to handle performantly

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see what dialing down the grass density and distance does

rotund forum
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the grass is not that big of an issue, the bamboo is, and if i dial it down it looks barren and ugly

solar swan
rotund forum
solar swan
#

there are ofc art/design tricks you can use, to skip all that but you'd have to figure those out yourself, it seems your world is relatively open, and that will always be problematic. The key to good performance in large worlds is actually by aggressively limiting view distance by designing all locations to be bounded by large objects (mountains/walls) that obstruct long-distance views.

solar swan
rotund forum
solar swan
# rotund forum ok, reading the store page, it only replaces the tree and detail rendering so wi...

yes, its made to cooperate with Microsplat, if you also get FoliageRenderer Deluxe Shader and Better Lit Shader you get a very well integrated rendering solution where you can perfectly match up and blend everything (they share many options and features). Alternatively The Vegetation Engine (foliage shader and asset conforming tool) can be very helpful if you are sourcing assets from various places that don't quite match up.

royal wharf
#

Hey, so I am following Sebastian Lague's procedural landmass generation videos and I am at E16 at 8:22, where we are working on colour shaders, and I have done the same things and wrote the same code as him but in the video his map, is black and white where mine is just pink. Anyone who has seen his video or just know a fix to it?

solar swan
royal wharf
half mason
royal wharf
half mason
#

I think one of the main reasons anyone chooses URP over built-in is the SRP. It's a very useful tool that allows you to inject your own code into the render pipeline

solar swan
rotund forum
sleek notch
#

Does anyone know why my terrain is transparent ish?

zenith halo
#

if i was working in 3D and i was making a building, and i was exporting from blender to unity, would it be best to build the entire thing in one blender file to send over to unity, or if i separately made each floor in blender to work on them in unity?

untold basin
#

anyone know to to fix

static sparrow
#

When i edit one terrain, all the others get affected, such as if i raise an area in one terrain, all of them get raised in the same area. How do i fix?

hollow timber
#

how do you increase the lod distance of a terrain? It seems to be dynamically adjusting the LOD's, can't figure out what setting does it

hollow timber
cursive basalt
#

Im having trouble locating the view menu in 2021.3.40f1

#

Im trying to add terrain tab to my toolbar

#

Im trying to convert a plane into terrain

#

But cant do so if i dont have the terrain box

cursive basalt
# cursive basalt

I am not trying to spawn in a new terrain, im trying to edit my toolbar to get rid of doctrina and replace it with the terrain tab following this

cursive basalt
cursive basalt
#

Im missing the 3rd step terrain box on my toolbar

cursive basalt
#

It was the dingus video uploaders fault

#

This whole time

#

He renamed it from "object2terrain.cs"

#

To object2terrain.cs**.txt**

#

🙃🙃🙃🙃🙃

rotund forum
#

is there a way to limit the rotation of painted details? i want to paint sunflowers and they should all look in the same direction

rotund forum
#

i also have this hard edge when detail painting where i cant paint into and idk why. does someone know how to fix that?

pliant bough
#

If you duplicate it, the duplicates use the same terrain data as the original.

static sparrow
#

Thx

rocky folio
#

Hi, how can i achieve this kinda look with unity terrain?
The 2nd pic is a bit of manual triangulation to flatten the diagonals

rocky folio
#

Basically like this. It looks like terrain, but i wanna get that kinda predictable diagonal ramps

winter minnow
#

However, if your height texture has too low bit depth, or your terrain runs out of vertical accuracy, you will get that type of effect as a symptom

#

The simplest way to achieve it would be to have a very big Terrain Height and then painting anything on it normally
But that's a bit hacky

marble sky
#

i downloaded a procedural terrain painter and there should be a terrain painter script which i dont have

#

what do i do

glad basin
#

Hello everyone. I'm looking for the best way to make realistic looking desert terrain. This is where I'm at so far (dislike). I looked at MicroSplat based on reading previous comments in this channel, but it looks like it's only free for the basic rendering system and not for URP and HDRP. I am using URP, so I'm wondering if there are techniques to get some realism or where I should start looking if I want to make improvements for free

#

I'm not opposed to spending money completely, but I kind of don't like the whole 'Freemium' model where it's like "Buy this upgrade pack, and this one, and this one..."

#

So if there is one solution that stands out as having great bang-for-your-buck I'd be interested in that also

solar swan
glad basin
#

I'd actually prefer a solution that doesn't so I can learn on a lower level how things like shaders and textures and heightmaps are working

#

I'm just not even sure.... like I saw a video that said to get textures with a blue channel(?) and then use them to paint, but you can only do 4 layers on URP so it isn't a good solution or something

solar swan
#

Microsplat is certainly worth the money, but it’s not helping with lack of art skills

glad basin
#

Not sure why you're pressing that angle...

#

This is the first time I've used unity for attempting anything serious

#

I understand there is a learning curve

#

I'm a professional Python developer at my 9-5

#

I'm not expecting instant results

solar swan
#

well you’re not making it entirely clear what your problem is

glad basin
#

Ah. I'm basically just looking for someone to point me in the right direction. Right now the texture is all tiled which I think looks obviously silly, it doesn't have any height to it, it's all basically uniform

#

I'd like to move more toward the direction of realism

#

As a beginner to Unity I'm not sure exactly where to start

solar swan
#

well, that’s very difficult without advanced knowledge in shader programming or spending on assets. But you technically don’t need to spend any money to make a pretty desert. But realism is just not quite approachable just with builtin tools.

#

Depends ofc on what you mean by realism

#

a great texture set goes a long way

#

for modeling the heightmap you probably need some desert stamps or a tool like gaea or world creator

glad basin
#

https://www.youtube.com/watch?v=-KrTYnCApC0&list=LL&index=2 I did watch this video and it was an interesting technique, but in the comments the author said it only allows for 4 layers on URP and kind of suggested not to do it. Is that a sentiment you'd share (if you're familiar with his technique)? The terrain is going to be integral to my gameplay so I don't want to do a lot of work on it and then find out in 3 months that it won't work due to some unforeseen limitation

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
solar swan
glad basin
#

Ok. I've seen you recommend MicroSplat before. Is that the one you're most familiar with or is it better than others like Gaea or World Creator?

solar swan
#

The unity terrain renderer/shader is quite inefficient and severely lacking in features.

glad basin
#

Yeah I'm starting to notice that lol

solar swan
glad basin
#

Ohhh I see

solar swan
#

Microsplat is a shader

#

It does nothing for you without textures and a great heightmap and well painted splats

glad basin
#

Hmmm. Ok, so this is a good start for me. I'll avoid trying to do things completely in the basic terrain creation tools

#

I'll have to do some research into how these other things work

solar swan
#

To get that heightmap and potentially the splat maps you use gaea/world creator or paint with stamps

glad basin
#

Oh interesting

solar swan
#

For textures you can use quixel megascans and other such repositories or make your own with substance/zbrush/3dcoat/photogrammetry and similar tools

glad basin
#

Nice! Tyvm for that info. I'll look into all of these things. Definitely was feeling that "hitting a wall" feeling from not knowing how to work with this terrain

rocky folio
soft tartan
#

hi so i just duplicated a terrain but when i place trees on 1 terrain it copies to the other which i dont want

#

i want 2 terrains with the same heights and stuff but cant copy it so what do i do

winter minnow
# rocky folio Export, edit posterize, re-import heightmap is a way to do it yes. But is there ...

If you find some method to do it directly to height data, that could be convenient as it'd save you doing the export and import steps
Otherwise it doesn't make a practical difference if you posterize in Unity or in some other program if you have to re-import the height map anyway
Still, could try stretching the depth very thin, with a large height or otherwise, that way the effect would be fully real time

solar swan
lost sundial
#

how does built in terrain handle trees? using Graphics.DrawMesh?

glacial bramble
#

dos anybody know why when i build out my game, my terrain textures are all shiny but not in the editor ?

rocky folio
thin hearth
glacial bramble
#

pls if any body knows how to fix this problem HELP, when i build-out my game my terrain dos this to the textures they become all lite or spec Anybody know why, did not use to happen when i used older version of unity like 2021 all was fine i updated to unity 2022 and this happens ?

glacial bramble
# pliant bough Try switching your color space

i get that but what if i like my game to be in linear space, like i explained unity version 2021 my build out game did not do this, only started to happen when i updated to new version 2022 so what dos that change have to do with anything i don't understand your help here 😀 no offence but dos not make any sense i need my game to be linear space it worked in unity 2021 on linear space so why not now in 2022 its just ode to me ?

pliant bough
glacial bramble
#

NP ty for trying

sterile carbon
#

Hey all,
It is better to add grasses and trees to the terrain as a gameObject or by Paint Trees and Paint Details ?

#

Also if it is better by Paint tools on Terrain, it is better to paint grasses by Paint Details or Paint Trees ?

#

I'm asking performance-wise

desert rock
#

for grass use paint details

#

performance depends on how well optimized the assets are, LOD's and terrain settings

sterile carbon
#

As far as I noticed, Unity Terrain is not good that much specially on mobile devices and WebGL. So I've started to use MicroSplat instead. Is it right ? So my question about performance is more something general.

About paint details vs paint trees for grasses. I want to use grass mesh, so it is better to use it with paint details or use it with paint trees but with LOD (As far as I know if it has LOD it can't be use in paint details) ?

desert rock
#

I dont use 3rd party stuff so i cant say anything on microsplat. But generaly you would want grass to be painted with terrain details

#

paint details had its own built in LOD like system

#

i think they are called patches or something

#

for low end devices you can simply decrease the grass density and disable shadows

#

this guy has a great video on it: https://www.youtube.com/watch?v=E4qE-Tc4u9M&t=175s

Hi:) This time I have prepared a tutorial on terrain details in Unity, or in simple terms, how to add grass to the terrain:) However, I would like to point out that this will not be a tutorial where I show you how to magically create a huge meadow with a million grass models with one click (and without proper knowledge kill optimization at the s...

▶ Play video
#

is using HDRP but should also apply to URP

sterile carbon
#

Thanks

#

Also which one is better ? Grasses and trees work with terrain wind system or with custom shader ?

desert rock
#

also idk about the wind, i havent used it

#

but it should work

sterile carbon
desert rock
#

whichever one works

#

there is no better

sterile carbon
#

Sorry for asking too many question.
Is it possible to remove some part of the terrain ? I already have a terrain which was created before but it is too big and almost 0.75 of the terrain is empty and I don't want to have those empty areas.

sterile carbon
#

Or if I can export terrain data and reimport on smaller terrain ?

quasi dragon
#

Hi! I am trying to paint trees on terrain but the leaves don't show up. The tree is a prefab and the leaves are a child in this prefab. When I manually add the tree to the scene, the leaves do show up

last cliff
#

Hi I'm trying to paint texture onto the terrain but it's not working, I am able to raise and lower the terrain, i can also paint trees, but not textures? Any ideas?

desert rock
desert rock
last cliff
desert rock
#

nvm i guess

foggy jacinth
#

am i understanding this correctly.. Pen Pressure still does not work with Terrain? or perhaps i missed a toggle somewhere

shell geyser
#

Hey folks. Does anyone know of a guide or tutorial for manually setting up adjacent scenes with their own terrains and managing seamless edge-line ups? I've been experimenting with Gaia Pro (which does this in its own way), but really need the ability to runtime deform terrain and cull trees/grass without resorting to making them game objects. Gaia implements its own terrain which prevents much of this. So I was thinking of moving to using Microverse and Worldstreamer, and the admittedly less performant Unity Terrains. But plenty of examples exist for deforming that at runtime. Just from a high level what workflows have worked well for devs! Thanks.

solar swan
shell geyser
signal steppe
#

why when i place tree on my terrain they are small and dont have leaves ?

jaunty nimbus
#

hey, not sure if this is where I go to ask this so apologies in advance, but how would I go about making a cave similar to little lamplight, I know bridges and lights would be made in blender, but how would I go about making the cave itself?

winter minnow
#

Unity's Terrain can't do caves

winter minnow
# signal steppe someone pls

If I had to guess maybe the leaves have a material not supported by terrain, or the leaves are a separate object

#

The detail prefab must have only one mesh

signal steppe
winter minnow
jaunty nimbus
signal steppe
tidal dove
#

Hello everyone

winter minnow
winter minnow
# signal steppe so what i have to do ???

First check if the mesh prefab has non 1 scale, or if it shrinks when you reset the scale to 1
If it does, apply a scale modifier in its import settings to negate it, or re-export it with proper units so there is no scale
Also check if the leaves are a different object

signal steppe
winter minnow
signal steppe
winter minnow
signal steppe
winter minnow
signal steppe
#

but if my object origin is not my leaves i cant put material on my tree

winter minnow
signal steppe
winter minnow
signal steppe
#

its me again UnityChanThumbsUp so i have mass place my trees but how can i random y rotation of my trees and what can i do for this 👇

winter minnow
winter minnow
#

Terrain attempts to swap them to billboard impostors, but as the UI tells you that's not possible without a compatible shader

signal steppe
winter minnow
signal steppe
#

ok

signal steppe
winter minnow
solar swan
signal steppe
signal steppe
proper sparrow
winter minnow
#

The Pivot of 3D objects is always the Transform position, unless a specific component allows you to modify it (like collider components do)

#

If you want your mesh to be at an offset, make it a child object and move its transform relative to the parent transform

#

Or use a mesh that has the pivot baked into its geometry

livid bobcat
#

Do trees just not work in URP? The shader doesnt work at all, its just magenta

#

Speedtree7 seems to render but im not sure if this is the correct solution, and if it is why does the error give an incorrect solution

solar swan
livid bobcat
solar swan
# livid bobcat

Normally there would be a unitypackage that you have to unpack

#

In any case, you can convert them manually

livid bobcat
#

I've already converted them, the issue is with the tree shader

#

Speedtree8 shader seems to work but its not what the warning says

solar swan
#

pick the URP shader. If you don’t have it, ask synty for it, they will probably tell you to use the default URP shader.

livid bobcat
#

Unless theres a soft occlusion shader available in URP that i dont know about

#

URP/Lit doesn't work for terrain trees

#

if i try to use URP/Lit it gives me the error "couldn't be instanced because bounds could not be determined"

#

Then if i get rid of the LOD group i get the error "The tree X must use the Nature/Soft Occlusion shader"

#

the problem is the Soft Occlusion shader doesn't work in URP

#

or at least I couldn't get it to work

#

anyway speedtree seems to work so im just going to use that

ivory mauve
#

Library\PackageCache\com.unity.terrain-tools@5.0.1\Editor\TerrainTools\DetailsScatterTool.cs(14,9): error CS0246: The type or namespace name 'DetailBrushRepresentation' could not be found (are you missing a using directive or an assembly reference?)
I'm getting this error I just upgraded my project to the latest verison

unborn hedge
#

Hey there, I have an issue where since my trees are two seperate objects (trunk and tree), I'm unable to use the paint tree tool, is there any way to solve this issue?

smoky wren
#

hi chat, how to draw texture on terrain without blending?

winter minnow
smoky wren
#

and looks like made of pixels

winter minnow
#

By splatmap I mean control texture

smoky wren
winter minnow
#

Yea

smoky wren
#

i can't fix it right?

winter minnow
smoky wren
neat iris
#

Which color theme do you like better? A or B? 🤔

smoky wren
#

how to fix my trees overlapping with each other? i need to place lot's of trees (to get forest)

smoky wren
#

also when i'm painting grass it makes unfilled lines and i can't fill them

humble veldt
#

i have a question, is that possible to fix those shadows on the grass prefab?

signal steppe
humble veldt
humble veldt
solar swan
fervent ridge
#

nvm fixed it

torpid reef
#

Am I allowed to post custom terrain things I've been helping on?

#

Such as a planet builder thing

proud forum
#

Hello

Can somebody tell me how to fix this error when applying splatmap to unity terrain? I am using splat node from Gaea to create a RGBA png.

wise surge
#

Anyone know how can I paint or place grass on mesh terrain for Android, or what tool is good for Android?

thorny swift
proud forum
#

it worked

silk berry
#

How do I get rid of this werid shine? I changed it to greyscale yet it still looks like that

winter minnow
#

Texture import settings would not have anything to do with it

signal steppe
silk berry
winter minnow
winter minnow
#

Actually I'd rather see the terrain layer settings from the terrain editor

#

Since it may have properties the asset doesn't show

silk berry
#

Not sure where terrain layer settings is located but I found layer properties which doesnt have anything

winter minnow
#

What render pipeline and unity version are you using by the way

silk berry
#

Oh! Mb forgot to select a layer lol. Here:

silk berry
winter minnow
# silk berry Oh! Mb forgot to select a layer lol. Here:

I think since you put Alpha Source to greyscale that gave your texture an alpha channel, which is then used as smoothness
If you hover over Opacity as Density it tells you that without that alpha will be used as smoothness

#

In this case I'd set Alpha Source to import texture alpha (so that it's pure white or not imported at all), enable Opacity as Density and then tweak Channel Default Values field you see there

silk berry
#

I changed a few settings like I changed the textures to Input Texture Alpha but I now get a plastic kind of look.

winter minnow
silk berry
#

oh yeah and also turned on Opacity as density and tried to adjust some of the Layers Values

winter minnow
silk berry
#

hmm werid

#

thanks for your help anyways. Didn't know about the layer settings!

#

EDIT: I found that when swithing from building anddroid to Windows it fixed it

winter minnow
silk berry
#

yeah maybe

#

just saw it on reddit and thought to try it out

#

people also say switching it to 24 bit RGB helps too

winter minnow
silk berry
#

changing the texture import to 24 bit RGB

#

not sure how but can't be that hard

winter minnow
silk berry
#

Do you know what it's called or where I can find it?

#

scrap that I found :D :D

#

Lets GOOOOOO

#

ty

winter minnow
# silk berry scrap that I found :D :D

Default tab has some generic formats, overrides in the platform tabs have some more specific ones
Still, terrain layer smoothness works just the same regardless of format

woeful halo
#

hi! Need a little help with terrain. i want to make a map from real life. any advise how to make it?

solar swan
woeful halo
#

I want to make a map that looks like the real life place. Thats all. I just dont know how

signal steppe
#

i have made a script when i touch my tree he burn and become black but i have placed my trees on terrain and it dont seem to work someone know why ???

        {
            col.gameObject.GetComponent<Material>().color = Color.black;
            firePrefab = Instantiate(fireObject);
            firePrefab.transform.position = col.gameObject.transform.position + new Vector3(0f, 1.5f, 0f);
            firePrefab.transform.localScale = col.gameObject.transform.localScale * 1.5f;
        }```
humble veldt
#

Have you placed your trees with terrain tool ? Or placed them by yourself ?

#

@signal steppe

humble veldt
#

Try to drag them by ourself from assets and test if it’s work

signal steppe
#

ok

humble veldt
#

Because i think it’s because you have any game object on the scene with same tag. When you use a mass place it not create any game objects whose script can interact with

signal steppe
#

ok

gentle musk
#

how do I make I more random?

#

I am a complete begginer on terrain this is my first time using this tool

signal steppe
mystic topaz
#

Most likely yeah, that's what I do in my game at least, I have a scene with like 2k trees handplaced

signal steppe
#

why they just dont make something to fix this problem

mystic topaz
#

there surely is a way but I just didn't find it yet

signal steppe
#

oh ok

azure veldt
#

Hi could I get some help with Terrain textures please? I want to have an effect at runtime that changes a small patch of the texture when a bomb hits, imagine a paintball hits the terrain and splashes

#

I am curently using decals but its not effective because it doesnt follow the contour of the terrain

winter minnow
azure veldt
azure veldt
# winter minnow "Does not recognize"?

Thats not clear? sorry, I make a indentation in the terrain, and expect the decal to follow the contours of the terrain but it does not. It behaves as if there is no indentation and the decal is placed on the terrain as if ther is no indentation.

winter minnow
azure veldt
winter minnow
azure veldt
#

ok it will take a few minutes to set up

#

also theres another glitch, what I am doing is digging a hole with a pick, and I want the ground to look like its been dug, what happens is the decal leaves an outline of the pick

#

like when the decal is placed, the pick just happens to be in the scene

#

give me a minute to set it up

#

ok Imma drop several images here is that ok?

azure veldt
north oasis
#

Hi, do you think it's better to use the built-in Unity terrain creation tool, or rather create it in another model creation software like Blender?

winter minnow
north oasis
winter minnow
#

Those with a need for hardcore optimizations or particular land features may find it lacking

uneven glen
#

Hello guys. I hope someone can help me out

#

I'm using a tree from the asset store. My project is (unity hdrp versión 2022.3.32f1 lts ). I'm creating a terrain with trees and grass for a cinematic . Everything is ok on the scenes even on the game mod ( the grass and the trees are moving) . When I create the build . Only the grass is moving, the trees 🌴 are static , why ?

gritty plover
#

what is the actual and optimized way to handle Huge terrain for Mobile Games in Unity ??

solar swan
winter minnow
#

What "huge" means entirely depends on the game anyway

#

What optimizations can be done and how they should be done likewise

winter minnow
#

Although if by "mod" you mean it's a mod to a game, then it's impossible for us to speculate what's wrong

tulip hamlet
#

is there any way to paint details on terrain if the details are sprites?

solar swan
tulip hamlet
#

basically

#

u can paint rocks and stuff on terrain

#

i want to do the same

#

but im using sprites

solar swan
#

Same answer

tulip hamlet
#

not painting as in painting textures

solar swan
#

the simplest form of terrain detail is a quad with a texture inside it, which is also what a sprite is, by a different name. In terrain they are called billboards

queen rivet
#

yes sprite is terminology that is more likely for 2D games, they don't align with view direction

smoky wren
#

hi guys, how to make cliffs on terrain so player couldn't climb them?

vale salmon
#

how do i place these onto the ground? i am terrible with the tile palette

cold vine
errant scroll
#

Is it possible to make my own trees that can use the unity wind system? Ive so far been unable to work out how?

rose sentinel
#

How do i carve out a shape for a river? All the in built options i cannot see any carve tool only ones that increase the terrains height any fixes?

solar swan
rose sentinel
#

a tunity

#

i live off mf tutorials 💀

#

i have no skills

solar swan
#

Then your only option is to buy an asset like microverse.

rose sentinel
#

i have no money

solar swan
#

sorry, this is not a tutorial service 😉

rose sentinel
#

can i sell my kidney or smth

#

for money

#

BRO THIS IS RIGGED

winter minnow
#

There's no difference between "carving" and lowering terrain

#

But note that the terrain has minimum and maximum height levels, and iirc it starts at minimum

#

To be able to dig below minimum you have to increase the whole terrain first
There was a button for that functionality somewhere

prime fossil
#

hey, i got this problem in terrain, my trees are white, i got no clue why but if anyone could help me i would appreciate it 😄

#

im using assetstore assets, also when i change to hdrp all trees are pink 🤔

jaunty nimbus
#

sorry if this isn't the right area, but can anyone suggest a good environment tutorial to make a level in games, preferably from blockout to finish? I am a very visual learner so while I understand the process it would help me understand it more if I saw someone do it

minor merlin
#

You may need to set the shader properties manually

#

The white issue might also be related with shader error

prime fossil
#

whats shader error

minor merlin
#

Are these trees still white when youre close to them?

prime fossil
#

yup, if im far they arent

minor merlin
prime fossil
#

how i fix it

minor merlin
#

Then select the main obj

#

Navigate to bottom and youll see there is LOD component

#

Or just go to the LOD group and set their materials properties

prime fossil
#

and just changing it, that will help?

minor merlin
prime fossil
#

do you mean LOD Quality

minor merlin
#

basically when you go close to the tree the selected mesh with material is displayed and in your first selected mesh, your material might be wrong.

minor merlin
prime fossil
minor merlin
minor merlin
prime fossil
#

did u mean in hdrp 🤔

minor merlin
prime fossil
#

aight, do i have to dpuble clic that asset or just drag that tree on the game and then change in inspector

#

it looks like this rn, got no clue why it has white colour

minor merlin
#

The material

prime fossil
#

i got no clue xD

#

@minor merlin

minor merlin
#

can you click on the optimized leaf material

#

just click the drop down icon

prime fossil
minor merlin
#

try changing the main colour and translucency colour

prime fossil
#

to green?

minor merlin
#

whatever fits the best

prime fossil
#

hahaaaa

#

thx a lot 😄

minor merlin
#

also the translucency colours most probably would be lighter then the main colour

prime fossil
#

i got no clue what translucency color does but main clr helped 😄

minor merlin
#

it might be for subsurfaces scattering

#

hey make sure your translucency colour is lighter than the main colour

prime fossil
#

aight

minor merlin
prime fossil
#

you too 😄

prime fossil
#

if there is no material what will help then

#

that trans color didnt help, tried to change

minor merlin
#

Well asset creator messed up. They used their script to control the shader properties. It looks like they didnt provided the main color option

prime fossil
#

haha

#

i got no clue how but managed to get there material xD

minor merlin
#

A tip, always mess around youll help your self

prime fossil
#

hahah

#

this looks weird

#

donno whats goin on

#

lol

minor merlin
#

Hey

minor merlin
#

And add again from window>project>scene view

prime fossil
#

ill try once i get back, thx tho 😄

#

im working on laptop rn, but when i change to hdrp my terrain just dissappears and trees stays 🤔

#

and are pink, do you know how i get all textures back xD

#

@minor merlin

minor merlin
minor merlin
proud forum
#

Hello

I am using Unity terrain in URP. I am using a 2k heightmap and 2k splatmap. I see weird deformations in the terrain. What could be the cause? Has anyone see something similar?

#

These small deformations are not present in source heightmap.

minor merlin
# proud forum Hello I am using Unity terrain in URP. I am using a 2k heightmap and 2k splatm...

Tho it looks more realistic with small deformation but you can still fix it.
In your height map texture if there is any change in color (black>>red) it will be visible since it deforms the terrain by getting the value from texture.

Solution:
1.You can use Smooth Height tool in Paint Terrain section (Set the blur amount to 70-100)

2.Try fixing the texture by bluring them where the small holes appear.

If i were in this i would choose first one because its easy and takes less time. Hope that helps.

proud forum
prime fossil
#

hey, i got a problem with terrain, im tryin to add grass and its not showing up, i donno whats goin on

#

im using vegetation spawner

minor merlin
prime fossil
#

Ill check tmrw, can i dm u then? Or smthn i got no clue what to check there🙊

prime fossil
#

Thx

prime fossil
#

Huh?

minor merlin
#

Amm

#

Sorry but my hand slipped

prime fossil
#

Ah dw 😆

ember gust
#

Hello! I am very new to Unity, I have created a terrain and added a texture to the whole terrain. And now I want to start painting the terrain, but it looks pixelated for some reason when I paint it? The screenshot includes some terrain settings, does anyone have any idea why it looks like this? 😅

winter minnow
#

All terrain painting is limited by your control texture resolution

#

You could increase it, but your first option is to simply use a softer brush

minor merlin
#

Although, spazi is correct you can also increase Control Texture Resolution.

How to:
Just navigate to bottom of terrain settings and Increase Control Texture Resolution.

Tip:
Since you are increasing the Control Texture Resolution , I would also increase the Height Map Resolution and Base Map Resolution. It will look better.

Note:
After Increasing Resolution, you might not see the difference, you may need to repaint textures.

minor merlin
#

Question:
by the way I was about to ask a question I have made a really big terrain, its about 16 square meters.
the reason I am mentioning the size is, I put a lot of hard work designing the whole terrain and was little away from completing and then i felt needing of the terrain tool package (from unity)
so if i import it will it break my terrain?

prime fossil
#

@minor merlin i sent u a friend request 😄

quartz wyvern
#

I found a terrain tool called eden painter... is this ok to use or should I just stick with the Terrain tools in the pined posts? Also. I'm brand new to making terrain.

azure veldt
#

HI, I have a terrain question but its in script form, so not sure if it belongs here or in scripting. The following script changes the terrain texture from texture 0 to texture 1 on the press of the spacebar. I want to simplify it so it just changes all terrain texture to texture 1 and nothing more. I appreciate any advice. https://paste.ofcode.org/jhAxPqQszaCDcs8T3txfHQ

severe pumice
#

might be a big ask but how do i generate a noise/height map for an island (it'll be surrounded by water so the player cant escape) and then make the map like that

#

preferably a new height map every time

#

so seeds ig

solar swan
#

there are assets on the store that give you a node based ui to define the noises and masks

swift sage
#

I'm making terrain in runtime, but I notice this "artifact", I suppose that means the terrain aren't connected as they should right?

#

I'm doing this.

    {
        for (int x = 0; x < terrainTiles; x++)
        {
            Vector3 tilePosition = new Vector3(x * tileWorldSize, 0, z * tileWorldSize);
            Terrain terrainTile = CreateTerrainTile(terrains, x, z, tilePosition, terrainHeight, resolutionPerTile, tileWorldSize);
            terrainTile.terrainData.SetDetailResolution(heightMapSize, 16);
            terrainTile.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;

            // Calculate the portion of the heightmap for this tile
            int startX = x * (resolutionPerTile - 1);
            int startZ = z * (resolutionPerTile - 1);

            ApplyHeightMapToTile(terrainTile, heightMap, gridSize, cellSize, startX, startZ, resolutionPerTile);
            
            terrainGrid[x,z] = terrainTile;
            
            // Come on dude be nice with others! :-\
            terrainTile.allowAutoConnect = true;
            Debug.Log(terrainTile.terrainData.detailPatchCount);
        }
    }

    AlignAllTileBorders(terrainTiles, 5);

    // Connect terrains... again.
    ConnectTerrains(terrains);
}```
#

AlignAllTileBorders is just used to smoothly align the vertex with the next tile.
Then I run ConnectTerrains

private void ConnectTerrains(Transform terrainParent)
{
    Terrain[] allTerrains = terrainParent.GetComponentsInChildren<Terrain>();

    if (allTerrains.Length > 0)
    {
        for (int i = 0; i < allTerrains.Length; i++)
        {
            Terrain terrain = allTerrains[i];
            Terrain leftTerrain = GetTerrainAt(i - 1, 0);  // Tile a sinistra
            Terrain topTerrain = GetTerrainAt(0, i + 1);   // Tile sopra
            Terrain rightTerrain = GetTerrainAt(i + 1, 0); // Tile a destra
            Terrain bottomTerrain = GetTerrainAt(0, i - 1); // Tile sotto

            terrain.SetNeighbors(leftTerrain, topTerrain, rightTerrain, bottomTerrain);
        }
    }
}

But from the pixture looks like something is wrong and for sure with the texture it will looks ugly 😕

swift sage
#

Anywone?

swift sage
#

please 🙏😅

minor merlin
# swift sage I'm making terrain in runtime, but I notice this "artifact", I suppose that mean...

To fix the issue with the visible line between your terrain tiles, here's what you can do

  1. Ensure Consistent Heights at Borders
    When generating the heightmap data for each terrain tile, make sure the heights at the edges match exactly with those of the adjacent tiles. This alignment is critical for seamless terrain transitions.

  2. Check Alignment Logic in AlignAllTileBorders
    The AlignAllTileBorders method should ensure that the vertices at the borders of adjacent tiles are identical. Double-check this method to ensure it's correctly averaging or copying the height values at the edges.

  3. Recalculate Neighboring Heights Manually
    After generating heightmaps, you may need to manually adjust the heights at the borders to match the neighboring tiles. You can iterate over the border vertices and average their heights to ensure they align perfectly.

These steps should help you eliminate the visible line between terrain tiles and create a seamless environment in your game.

fallow bobcat
#

how do i make the terrain not become low polly like this on steep uphills

solar swan
prime fossil
#

guyss i'm trying to paint my terrain, but it doesnt let

#

me paint it

prime fossil
#

nm 😄

minor merlin
zinc mason
#

hello

#

i am a dev here

rose sentinel
minor merlin
wild verge
#

I've never worked in 3d, been working in unity 2d for a year now, I'm a programmer, have near 0 graphical skills.
How hard is it to build a good looking forest that I can use in a horror game? It needs to look good enough to create a scary vibe. How long would it take to build a forest that is large enough to make a simple hide/search game that takes about 2 hours to complete?

#

It doesn't have to look extremely realistic, just good enough to make it scary

thin hearth
#

Is it possible to fix that when painting multiple terrains it changes the selection, resetting all the tools?

#

It doesn't even seem to respect an inspector lock

minor merlin
thin hearth
#

This is the terrain tools package

#

I forked it probably some time last year but this behaviour is handled by the UnityEditor.TerrainTools DLL.

blissful shard
#

Hi. So I am wanting to make a floating island that the player plays on. I have a system in place which does footstep sounds depending on what surface you walk on. How can I do this via a 3D mesh from blender? I tried to get polybrush to work but it just wouldnt do it

rigid junco
blissful shard
# rigid junco Which part are you having problems with?

Hai. So I want a floating island as the playable area. I want to be able to use terrain so I can paint it. I have a footstep system which detects what surface im on which is why i'd like to use terrain. I just cant figure a way to do it. I've tried poly brush. I've tried mesh to terrain (messes it up) . I've also tried putting a terrain ontop of my floating island fbx which looked terrible. The image is what I'd like

rigid junco
blissful shard
rigid junco
#

One way to do it is to use vertex colors and have a shader that interpolates between textures based on the vertex color. This limits you to 4-5 textures though

blissful shard
#

Any tutorial i wathced literally pull their mesh in then paint away with 0 issues

marble sentinel
#

is your mesh unwrapped and has a material?

rigid junco
#

And is the material supported by polybrush?

blissful shard
rigid junco
blissful shard
blissful shard
marble sentinel
#

are you on hdrp or urp?

blissful shard
#

URP

marble sentinel
#

shame. found a thread but its about hdrp :/

blissful shard
#

aaah TY for looking

#

Even the paint part of polybrush looks way different than every tutorial i see. They have bits where they can add stuff like layers etc.

rigid junco
#

So did you fix the material problem?

blissful shard
rigid junco
#

Just read the doc carefully and do every step and I'm sure you'll get it to work

blissful shard
#

on it 🙂

#

I mean. atleast its something

rigid junco
#

Looks like there might not be enough vertices to store detail on it

blissful shard
rigid junco
#

Yeah that topology looks horrible

blissful shard
#

:/ I'm new to blender. Thought i did a sick job 😭

rigid junco
#

I mean it would be acceptable if you didn't need vertex colors

#

You can only paint on vertices, but you only have vertices on the edges

#

Could try to "grid fill" the top plane instead - I think blender has that

blissful shard
#

Will look now. This is way harder than it has to be :/

rigid junco
#

Then hit F3 and search for Grid fill

blissful shard
blissful shard
haughty basalt
#

Hi, everyone. Nice to meet you. I'd like someone to help me in using SpeedTrees.

haughty basalt
winter minnow
severe pumice
#

i converted to a android game and this happened

#

everything is reflective

#

idk how to fix it

#

before image

solar swan
severe pumice
#

tried that didnt work

#

changing metalic didnt work either

solar swan
severe pumice
#

im the definition if winging it

#

not even materials

#

i put the albedo as the diffuse

#

normal map

#

wasnt sure what to put in the mask

#

i get my textures like this an put it on a material normally

#

idk anything about a mask map

#

im new

solar swan
# severe pumice

your mask is broken, probably has no alpha channel, which means smoothness is 100%, metalness is 0 (which is correct), and AO is 0 (should be either flat 100% or paired with your texture. you can remove the mask and assign flat values to all channels with the sliders. if that doesn't help, IDK.

severe pumice
#

how can i get a mask

#

this is my first time using terrain

#

this only happens when i convert the project to mobile too so idk whats happening

solar swan
#

your normal map also looks wrong, check the import settings, it should be marked as a normal map there

#

also check if your channel remapping has funky settings

severe pumice
#

pretty sure the normal map is fine

#

they normally have issues but i fix them

rose sentinel
#

Hey everyone,

I’m trying to apply a texture to a large surface using one material, but the texture doesn’t adjust properly (stretched or not tiling correctly). How can I make the texture auto-fit the surface?

gilded rover
#

anybody know how to paint a terrain during runtime? Like make a blue stain on the terrain when a blue paint bucket drops

solar swan
solar swan
gilded rover
foggy jacinth
#

i must be missing something here. I made a terrain, spent time fooling around sculpting it. decided to make a lake by lowering the level (sculpt decrease height), but that stops at the original origin. i try to just move the landscape up in Y, and try again, but it still stops at the original origin. I try to use Terrain Toolbox to shift it, but i see no option to do so, short of making another landscape at a greater height to start with.

minor merlin
foggy jacinth
#

found it, thanks 🙂

#

ok, that does not seem to fix it though..

foggy jacinth
#

are we still dependent on things like microsplat for more than four layers?

pliant bough
#

No.

foggy jacinth
#

ok, i decided to RTFM again, and see that i can use more, it just triggers another render pass

sudden burrow
#

any one have just face the problem when click 'Mass Place Trees' but didnt show anything

foggy jacinth
#

is this just not a basic function of Unity yet?
https://www.youtube.com/watch?app=desktop&v=YH1zm-Xm-Do
Height Blended Vertex Painting.

Hello and happy almost-new year, in this last video of 2018 we're taking an earlier lesson of vertex painting and expanding upon it to include height map blending and I also remember to include normal mapping too, so that's good.

We also take a look at world space UV's to make your tiling worries disappear, and show off a little free plugin cal...

▶ Play video
foggy jacinth
winter minnow
#

I don't recall reading anything about extra terrain blending passes disabling any feature of the terrain layers
It could be a bug, or possibly some obscure feature I suppose

foggy jacinth
#

i did notice that, thank you, but i think i do not fully understand it. I figured i'd be hand-painting the splat, and i do not understand if this does a height type of blending to begin with

#

Shoot! i Literally just read that (about the more than four layers), and now i cannot find it again. I will link when i do

winter minnow
foggy jacinth
winter minnow
#

Vertex painting is a separate thing from the blending that's happening here

#

Unity's Terrain does support that kind of blending by height map, and when you paint with it you paint on splat map / control texture rather than vertex color

#

But the result should be the same

foggy jacinth
#

Ok, thank you. are you aware of a video tutorial that shows how to do this? i have been going in so many circles, that i am in need of a video at this point, lest i lose more hair

winter minnow
#

So basically the instructions in my above link

foggy jacinth
#

ok, but then how to i change the height, 'on the fly' i mean, how can i adjust that opacity, by painting in Unity

winter minnow
#

By the brush's softness and opacity

foggy jacinth
#

Ok, thank you. i will go attempt this now

winter minnow
#

@foggy jacinth Previously I just had to tick the box for it to work
Maybe the worst terrain texture to test with but it should show the "height blend" effect in action

foggy jacinth
#

Awesome, thanks. gathering textures now to get a test setup going

winter minnow
foggy jacinth
#

Oh, regarding the Height Based Blending being disabled, the message was right in the inspector :/ I was to distracted. @winter minnow

winter minnow
#

That's it then I suppose

#

Kind of a peculiar limitation

foggy jacinth
#

indeed

#

Ok, i did not quite get the results i was looking for with that method (but i still think it is just not clicking in my brain. still to used to UE for Terrain techniques), but this looks promising..~~ Polybrush just did this~~

#

lol, or maybe i just fully tricked myself and this is just standard height blending 😁, yeah, pretty sure it is that. (polybrush is not even compatible with terrains)

woeful halo
#

hey, noob programmer here. May I ask someone for help?
Im trying to make a moon with a sphere. My problem is that there's a line i want to get rid of, but i cant figure it out how. Any advise?

winter minnow
woeful halo
#

okay, thanks

foggy jacinth
rose sentinel
foggy jacinth
foggy jacinth
#

I assume this is just Unity be Unity? the Terrain system keeps yelling at me
"Saving has no effect. Your class 'UnityEditor.TerrainTools.NoiseHeightTool' is missing the FilePathAttribute. Use this attribute to specify where to save your ScriptableSingleton.
Only call Save() and use this attribute if you want your state to survive between sessions of Unity.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)"

#

It seems to do this for any brush

#

Why does this not exist anymore?

desert rock
#

it comes with the terrain tools package

foggy jacinth
foggy jacinth
#

I checked that last night, and did not see a fill option, but checking again now. thanks @desert rock

#

yeah, unless i am just missing something, the option is not there for Fill, as it was in earlier version of Unity. I am using 2022.3

rotund forum
#

i have a performance issue i think has something to do with terrain

i use the Nature Renderer package because i have a lot of foliage
i have a grass patch asset which covers approx. 40x40 cm, and i tried painting it with detail paint, however it turned out i could paint 256 squares max which is far from enough, i tried playing the the terrain settings to increase the size of the squares but i couldnt change them.
then in frustration, i painted each individual grassblade as a tree
my game is not that big or compute heavy, i have pretty well optimized LoDs for everything and in the entire scene there maybe exist 7-8 4k textures, 10 2k textures and tops 30 below 1k textures, however it still takes forever to load the game in the build (like 2 minutes) and then takes 30 gb ram

here comes in my question:
could it be, that the poor performance comes from the grass being painted as trees instead of details?
and if so, how can i paint more than 256 squares of detail paint

rose sentinel
#

What would be the best way you would recommend me to create a horror house for my game?

brisk wolf
#

anyone know how i can increase the distance at which i can see a texture at its max detail?

prime fossil
#

anyone knows why i cant see my brush in terrain?

brisk wolf
prime fossil
#

no, its compeletely gone haha

#

size is 15 and cant find it

brisk wolf
#

15 is super tiny for me

#

what happens when you change brushes or add a new one?

prime fossil
#

nothing

#

maybe ill make new scene

#

and try it in there

brisk wolf
#

i dont think an entire scene has anything to do with it

#

maybe try duplicating the terrain or creating a new terrain game obj

prime fossil
#

umm.... i cant do that in my other scene eitherr

brisk wolf
prime fossil
#

well its scene iv made while ago, its ready almost, now when i try to add trees it aint workinf

#

i can massplace but not with brush

prime fossil
brisk wolf
#

i was thinking it was maybe a terrain settings issue that i was unaware of

#

but if it happens on a new terrain then probably not

prime fossil
#

😦

#

maybe ill restart unity

#

can this be a bug in unity6

brisk wolf
#

oh ive seen more than id like to admit in unity6 bugs so maybe

prime fossil
#

hahah

prime fossil
prime fossil
# brisk wolf oh ive seen more than id like to admit in unity6 bugs so maybe

well this is error i get MissingReferenceException: The object of type 'UnityEngine.Material' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.Object+MarshalledUnityObject.TryThrowEditorNullExceptionObject (UnityEngine.Object unityObj, System.String parameterName) (at <c01ea92c157f4fadb827b390bd34dd65>:0)
UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) (at <c01ea92c157f4fadb827b390bd34dd65>:0)
UnityEngine.Material.DisableKeyword (System.String keyword) (at <c01ea92c157f4fadb827b390bd34dd65>:0)
UnityEditor.TerrainTools.TerrainToolboxUtilities.RevertPreviewMaterial () (at ./Library/PackageCache/com.unity.terrain-tools/Editor/TerrainToolbox/TerrainToolboxUtilities.cs:2061)
UnityEditor.TerrainTools.TerrainToolboxUtilities.SaveSettings () (at ./Library/PackageCache/com.unity.terrain-tools/Editor/TerrainToolbox/TerrainToolboxUtilities.cs:2224)
UnityEditor.TerrainTools.TerrainToolboxWindow.OnDisable () (at ./Library/PackageCache/com.unity.terrain-tools/Editor/TerrainToolbox/TerrainToolboxWindow.cs:82)
XD

brisk wolf
winter minnow
#

Or more likely the editor is trying to

prime fossil
#

oh thats wrong one i meant to sent you hah, its bug in terrain tools

#

ig

#

Unable to load the icon: 'd_winbtn_mac_close'.
Note that either full project path should be used (with extension) or just the icon name if the icon is located in the following location: 'Assets/Editor Default Resources/Icons/' (without extension, since png is assumed)
UnityEditor.EditorGUIUtility:IconContent (string)
sc.terrain.proceduralpainter.TerrainPainterInspector:DrawLayers () (at Assets/assetit/ProceduralTerrainPainter/Editor/TerrainPainterInspector.cs:431)
sc.terrain.proceduralpainter.TerrainPainterInspector:OnInspectorGUI () (at Assets/assetit/ProceduralTerrainPainter/Editor/TerrainPainterInspector.cs:230)
UnityEditor.InspectorWindow:RedrawFromNative ()
this one is right one

brisk wolf
#

It says it's unable to load the icon but I'm unsure why

prime fossil
#

XD

prime fossil
last viper
#

Ay guys i have a problem with my terrain brushes
They are all read only
Changed to another project and also another version but it didnt get fixed

tight cloud
#

When ever i try to use this: https://assetstore.unity.com/packages/3d/environments/lowpoly-environment-nature-free-medieval-fantasy-series-187052 in my urp project it comes through in light pink(The materials have failed or something) and with errors. The most basic fix of Edit->Rendering->Materials->change selected materials to urp doesn't do anything. I have no idea what to do. ps. I am using unity 2022.3.37f1

Elevate your workflow with the Lowpoly Environment - Nature Free - MEDIEVAL FANTASY SERIES asset from Polytope Studio. Find this & other Environments options on the Unity Asset Store.

shell marsh
#

Hello! I've made a Terrain in blender and want to use it as a heightmap in my Unity game. How can i achieve that?

winter minnow
winter minnow
lofty compass
#

can someone help with the grass chunks being so obvious?
like can i not make them like how 2d detail falloff?

desert rock
lofty compass
#

is higher better?

#

nvm i fixed it thank you

torpid cloud
#

Any idea how I can do this in unity?

shell marsh
rigid junco
winter minnow
rotund minnow
#

Hi, i placed some tree on a terrain, it's night and i don't know why but i can see them from where i am why?

upbeat thorn
#

yo

#

im having problems

#

it only paints the tree trunks

winter minnow
# upbeat thorn

I believe tree and foliage meshes must be only one object, not multiple
Also heed the warnings in your editor about LODs and correct shaders

#

Terrain is quite particular about how trees must be set up

upbeat thorn
#

or wait i have an idea