#⛰️┃terrain-3d

1 messages · Page 7 of 1

upbeat thorn
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figured it out

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nvm

unique sapphire
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Why can the box be seen from some angles and from some it cant

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the black thing

winter minnow
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no crossposting

cinder sluice
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Hey all, Okay, so I'm really really very confused.

I'm trying to add a second terrain as an experiment for something, but it's not doing the dynamic subdividing thing.

First pic is my 'original' terrain, all subdividey and lovely.

Second Pic is the new terrain that I've added, no subdividing.

I've even tried duplicating the original terrain, but as soon as I do anything with it in terms of the heightmap, I get what's in the second pic.

Very very confused. 😕

Any ideas on what the possible issue is please? 😕

rigid junco
#

You can confirm this by painting some detail on the terrain and seeing if it subdivides those parts

hexed vault
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How to round your terrain?

#

as everyone always uses rectangle format

rigid junco
hexed vault
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How?

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So far it wouldnt be perfectly round

rigid junco
#

Yeah the grid edges would still be visible. Terrain isn't really suited for what you are asking

hexed vault
#

Then what should i pick

rigid junco
#

Maybe make it manually in blender or something

hexed vault
#

How to cut a sphere in half?

rigid junco
#

With what?

#

In blender you would make a sphere, select the top half vertices, delete them and then fill the top with faces

hexed vault
#

Unity

rigid junco
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Unity isn't really a 3D modeling program but it has the ProBuilder package which might be able to do that. Not sure

hollow steppe
#

if i wanted to paint snow on all mountains at and above a certain elevation, is there a way to write a script to do that automatically? but also a blend of sorts, not just a solid texture, i would would want it to fade away as the elevation got lower.... basically just like in real life snow, normally between 3000 and 7000 feet, the lower the elevation snow has melted

#

when I ask google the question i get:

`using UnityEngine;

public class SnowPainter : MonoBehaviour
{
public float snowLineElevation = 3000; // Set the elevation where snow starts
public float snowFadeDistance = 500; // How far the snow should fade out
public Texture2D snowTexture; // Your snow texture
public Texture2D baseTexture; // Your base terrain texture

private Terrain terrain; 

void Start()
{
    terrain = Terrain.activeTerrain;
    PaintSnow(); 
}

void PaintSnow()
{
    TerrainCollider terrainCollider = terrain.GetComponent<TerrainCollider>();
    int width = terrain.terrainData.heightmapWidth;
    int height = terrain.terrainData.heightmapHeight;

    for (int x = 0; x < width; x++)
    {
        for (int z = 0; z < height; z++)
        {
            float elevation = terrainCollider.GetHeight(x, z);
            float snowBlend = CalculateSnowBlend(elevation);
            
            // Blend snow and base textures based on the calculated blend value
            Color blendedColor = Color.Lerp(baseTexture.GetPixelBilinear(x / (float)width, z / (float)height), 
                                           snowTexture.GetPixelBilinear(x / (float)width, z / (float)height), 
                                           snowBlend);
            
            terrain.terrainData.SetPixel(x, z, blendedColor);
        }
    }
    terrain.terrainData.Refresh();
}

float CalculateSnowBlend(float elevation)
{
    // Linear blend based on elevation
    float snowBlend = Mathf.Clamp01((elevation - (snowLineElevation - snowFadeDistance)) / snowFadeDistance);
    return snowBlend;
}

}`

jaunty lantern
#

Hi there! I've tried searching on the internet but as I'm don't have much experience working with textures and the terrain tool, I'm not sure how to fix it.
I'm using models from this asset pack: https://quaternius.itch.io/stylized-nature-megakit, I've had to export all the materials and turn on alpha as transparency for the textures as they weren't showing properly (I don't know if this could have anything to do with the issue).
Anyways, I've been trying to place trees on my terrain but I get these very weird artifacts/color changes when the billboards kick in (image attached where the fade distance is very small). I don't know if my manipulations on the textures/materials have anything to do with that. If anyone has any leads I'm open to hear them (and if this has already been asked I apologize)

slate granite
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Hey, I'm coming from Godot and having trouble with Unity level design, I'm used to Grid Maps allowing me to have an asset drawer of "prefabs" that snap to a grid, right now I'm just dragging prefabs around the scene and they don't often line up, any tips on how to create better terrains or dungeons?

winter minnow
lavish pine
#

I'm working on implementing 2D bridges that go over water. I've been gathering some data online about it but I'm missing a crucial step(s).
Can anyone plesae help?

rose sentinel
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hi why my terrain tool is going like this and when i press left click its making sharp triangle ? pls help

minor merlin
rose sentinel
rose sentinel
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Should i make a whole building in blender or should i outline it in unity then fill it in with blender objects?

steep oxide
worldly badge
#

hi guys, i'm total beginner with unity and i would like to try to make a prototype of 2d shooter game like Soldat. My question is how do I approach in creating polygonal terrain in Unity Editor by drawing polygons and assign them a fill color? I need to create something like this: https://ibb.co/MsXsgCM

Image sandboxlevel hosted in ImgBB

rose sentinel
worldly badge
#

anybody? Did I even ask in the right channel?

steep oxide
bright fossil
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Hey guy, I'm having this issue with Procedural Terrain Painter where I cant seem to remove the pixilated quadrant of my terrain, and there seems to also be this strange layer detachment. Any ideas on how to fix this? Would appreciate any help.

#

Posted this is in art workflow by accident.

rain lava
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Hi im doing a project like a strategy rts game where i would want to make a procedural generation of the map, can anyone recommend any asset (which can be payed under like 20euros) and has the capability of generating easily a map with scene objects such as trees rocks etc.

rain lava
cyan sedge
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hey i need some help with the tree placing tool on terrain
it says that my prefab has no valid mesh renderer
but i checked and , i think it has

rose night
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Best to show the prefab here

cyan sedge
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i think this may be an easy fix but i could not find any docs that awnser my problem.

rose night
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I'm not a terrain expert, but are you supposed to have multiple renderers in the same prefab?

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(outside of the scope of an LOD Group)

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what if you kept g1 and g2 in their own prefabs and added them separately?

cyan sedge
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Lemme try

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I got it setup as two parts but it still deos not work, did I do the right thing?

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Btw I used a .fbx file for the tree model of that changes anything

rose night
# cyan sedge <@509696964498292737>

I’m really not sure. Not a terrain expert. I would try setting the tree up as a single object, not as a child of an empty parent game object. So the prefab would just be g1 or g2. See how that goes.

foggy jacinth
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Is there a commonly known way to swap an instanced/painted tree to an interactable Prefab when character is close? I mean like an Asset that is commonly used, or a chunk of code that is shared

foggy jacinth
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Ok, scripting it is then. thanks

cyan sedge
dense palm
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Get the TRN - procedural terrain generator - vegetation tree spawner - hydraulic erosion package from GapperGames Studios and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

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I thought it looked cool and I wanted to try it, but I dont know how to start generating the terrain

odd quarry
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Question, how can I make my terrain actually use the quality settings? The only option on the terrain itself is Ignore Quality Settings? Or is it automatic, I can't actually tell-

odd quarry
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Okay, I found it but ummm, how do I enable all of the options with QualitySettings.terrainQualityOverrides?

foggy jacinth
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i thought this was automatic! Terrain Trees are not being Nav Mesh Obstacles.

fringe thunder
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so you rebaked it?

foggy jacinth
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I have tried rebaking a dozen times, with every possible setting i could change in my trees prefab (terrain Obstacle) and in the Nav Mesh Surface

fringe thunder
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just was thinking of it, I havent a clue

foggy jacinth
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good idea though, that is often forgotten. Thanks

fringe thunder
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I mean they wouldn't necessarily be obstacles, try turning carve from stationary off

foggy jacinth
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yep, that is one of the many settings i have tried. no luck

fringe thunder
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did you try changing the center of the "carve" object

foggy jacinth
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yes, i have moved it up and down, and changed radius

foggy jacinth
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well Shit. Ok, thank you

fringe thunder
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yeah sorry 🫤

queen geode
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the left tree is from the terrain, the right is the model i picked in the asset file to the terrain, why is the terrain spawned by the terrain looks so bad

cold forum
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Hullo, I've got some terrain set up in a WebGL project I'm working with, on that terrain I've painted some grass and plants, the prefabs used work and are rendered fine when not on the terrain but the details on the terrain are not rendering in WebGL, however they are rendering in a windows player, anything I could check or try to get this working?

winter minnow
queen geode
desert rock
queen geode
#

is there a way to increase the size of the trees even thought they reached the mex height, and i dont think this trees do not get influenced by the terrain tree size too

odd quarry
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One big terrain or multiple, smaller terrains?

inner apex
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Question: What type of lights should torches be?

inner apex
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About how manny "Watts" should it have in blender?

acoustic wind
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Hello,
I don't usually work with terrains, but now I am, and I wanted to paint the textures. Is there a way to make this...high res? These terrain "pixels" look really big and are very noticeable.

dense palm
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anyone got some tips on how I can make my terrain less flat?

rose sentinel
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So I am am new to the engine and was making a forest level for my game. Can anyone tell me how can it be improved?

dense palm
acoustic wind
#

I think that's more a Blender-Related question.

lavish pine
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Is there a better way to weigh tiles when creating a rule tile? Maybe I need an external rule tile plugin/app?
I have 4 sprites with some dirt in the snow and 20 other tiles that are repeats of snow or have snow grass/lumps.
Why is it that the 4 dirt tiles so heavily outweigh the rest?

lavish pine
lavish pine
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I looked into the software Tiled and also creating Custom Rule Tile Scripts. Has anyone used either of these? Is it worth diving into to those while making my first few video games?

rose night
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I've been working with Gaia Pro and Unity 6 for the last few weeks, trying to better understand the terrain system. This has been a terrible experience for me so far and I'm curious whether this is common. In the last few days I've had Unity lock up about 12-15 times just navigating the Scene view or baking probe volumes. Some of those lock ups could not even be killed from Task Manager, had to do hard reboot. Is this normal for terrain scenes? My experience with dense interior environments has been great - no real issues. But terrain is killing my creativity.

shy mortar
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Hello! I have an issue where, when painting a terrain or using any of the brush tools on terrain, my terrain gets selected on release of the mouse. This exits the brush tool and resets the terrain component in the inspector. I have tried locking the inspector while painting terrains, but the component editor gets reset either way. Does anyone know what could be causing this?

queen geode
upper tapir
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Hi guys anyone can help me with the splatmap thing?

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I imported the splatmap from QS Gaea but I'm not seeing the Alpha channel in unity

novel sparrow
# upper tapir

You have wrong compression format. DXT1 does not contain alpha channel (it is with 1 bit alpha, but such variation almost never used)

sage karma
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how can i get this part of my terrain to where the red arrow is? and that blue face of the hill to where the blue arrow is pointing to? its all in one terrain, and no, i cant just rotate my terrain

upper tapir
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I mean why I'm getting black color.

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Btw guys what do you think which method is better for mobile games - using height map or using the mesh.

open basin
winter minnow
open basin
# winter minnow Can you describe the issue

My tiles have small bevels (not sure if related to the issue itself).

The issue is as you can see in the video, that the spacing between tiles flashes if you check carefully on the video, as if it was some kind of z figthing or something

winter minnow
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I would also verify that the texturing / mesh's UV mapping in the beveled areas is not weird somehow

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If there's more geometric detail or texture detail between the tiles that can be fit onto a screen pixel at that distance, and you have no AA or texture filtering respectively, flickering will occur

open basin
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it actually only happens when the camera is moving

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I changed the texture to be bi/trilinear

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And I also have both a Post process layer that has volume blending and antialissing SMAA, and in the project settings is set to x8

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I've read about setting the rendering path to deferred could help and also about clipping planes, but for some reason my camera does not allow me to tweak them

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Thank you a lot for your input tho 🙂

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I'm not sure how to check the UV's this is what it looks like in blender when I click the UV tab

winter minnow
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Deferred rendering path doesn't help with this, in fact it could make it worse since you can't use hardware AA methods

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Which is most likely the only thing you need to fix it

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MSAA is a hardware AA method, SMAA is not

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Oh, and the texture must have mip map generation enabled

open basin
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Which rendering path would you recommend? that is my texture configuration.

Also when trying to configure the MSAA, it says Use graphics settings which I don't understand

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I don't see the option to enable MSAA

open basin
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I also still see saw borders in some of the tiles, even with antialiasing enabled

winter minnow
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I also still see saw borders in some of

foggy venture
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Anyone know how to get the grass to spawn with a specific rotation? The billboarding does not work right when the camera is directly over the grass

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I need the grass to rotate on the x-axis

misty moss
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How to make character controller not climb any slope, i tried reducing the slope to 0 or even 0.1 but it doesn't work

winter minnow
open basin
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Hey, does anybody have any suggestion about how to make this look a little bit better? The gap between tiles and terrain looks awful but I can't move them inside the tiles because the users would be able to place objects there. Would you add a small piece of tile below the walls?

winter minnow
stone flame
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Why do I have "add grass texture" option unavailable?

delicate vale
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anybody have experience with parallax occlusion mapping with terrain?

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I have created a material but using the parallax occlusion mapping node creates this result with default Unity terrain

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if I convert it to an actual mesh it works just fine tho

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Could this be related to how UVs are generated with the default terrain?

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I am on URP btw

pulsar drift
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Using terrain tools & paint details, my friend who has a 1060 is getting absymal fps looking in this direction however on a 4070 I'm getting 300 fps. I have 5 different grass types and I don't think there is that much details to cause an issue. Can anyone give tips on optimizing this??

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I already have the detail distance set super low..

stone whale
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ive tried restarting unity, reinstalling the packages

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I am getting this error, that I imagen has something to do with it

sand cape
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hi guys, im having some issues with my trees. I recently purchased a tree off the asset store that I really liked, and am now trying to use it with the terrain I made.

In the screenshot, on the left is a tree that i placed myself, while on the right, are trees placed with the unity terrain system. they get really small, and its like the billboards are showing up with a semi normal scale as seen in the back

any help is appreciated!!

shut lagoon
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Hi, I am currently making a prototype world for my game. And I want to place trees, but for some reason they become pretty flat (see 1st image) instead of the normal size (see 2nd image). Does someone know why this happens and how to fix it

radiant elbow
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Anyone knows a good tool (free) to turn a mesh into a terrain?

winter minnow
shell tangle
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why the tree generation from terrain create my assets on such small scale

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in the prefab transfrom scale i cranked it up from 1 to 1000 and nothing changed

tacit raven
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Anyone know of a way to snap an object to a terrain? (match the Y axis?) V or Ctrl-Move doesn't seem to work. (using Unity 6)

tacit raven
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This may work. It is from Unity docs.

public class ExampleScript : MonoBehaviour
{
    void LateUpdate()
    {
        Vector3 pos = transform.position;
        pos.y = Terrain.activeTerrain.SampleHeight(transform.position);
        transform.position = pos;
    }
}

But i need to make a editor tool out of it, I guess. (Don't know how that would be done)

undone creek
small vault
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Hello, I have this kind of level, what kind off collider I can use on this level parts? Mesh colliders?

jagged juniper
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Hey, guys! I have a question. Terrain should be covering the environment that I am using or I just have to create the terrain myself and delete the environment? What I mean is that I am using environment assets and I want to do specific things by using terrain in my game. Do you have any information to give me about the terrain because I have never use it before?

umbral crag
#

Hey im using navmesh for my enemy AI and I want to make a certain area of my navmesh non-walkable but navmesh has been tough to work with and I'm not sure of the easiest way to go about this. There aren't many videos working with terrain and navmesh, I basically want a circular area to be a "safe zone" on my map.

bold gyro
#

pls help i know this looks terrible rn but why can i only see flowers on my terrain when im in scene view but not play view

minor merlin
minor merlin
minor merlin
minor merlin
undone creek
minor merlin
# undone creek How so?

Okay I messed up here is a revised advise.

  1. Prepare Your Texture: Ensure it's seamless for a smooth transition across tiles.

  2. Set Texture Scale: Each terrain tile should use a portion of the texture based on the grid size (e.g., 1/6th for a 6x6 grid).

  3. Adjust UV Mapping:

Use the Paint Texture tool in Unity.

Set the appropriate tiling for each terrain tile.

Offset each tile's texture coordinates to align them correctly.

minor merlin
# bold gyro how do i stop this

To stop this you will need a editor script to control the culling.

By the way, when in game view the flowers is visible right?

undone creek
#

My "tree" prefab is set up with a script that makes the tree interactable via raycast. Specifically, clicking the "tree" in-game reveals a UI canvas that has information specific to that tree. However, I can't use that script when I try to use the prefab with my terrain because the trees are not placed as gameObjects. But I can't just spawn them as gameObjects because there's over 10k of these, all with unique information.

I assume the best approach to this would be to swap trees currently rendered at LOD 0 with their equivalent gameObject, but how would I actually do that?

sick terrace
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hey when I paint grass on my terrain there are like big spaces inbetween

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I already maxed the density and have the space between on 0

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nevermind had to put the scatter mode on insane amount

minor merlin
minor merlin
small vault
minor merlin
hard kite
ember blaze
#

unity terrain system isn't performant enough for mobile vr. I've tried a system with meshes with lods and obviously I'm getting the gaps from misalignments in optimisations and such... What are the options here? I'd love a heightmap based dynamically mesh lodding thing.... is it a pipe deam?

cyan copper
#

i thought Unity Terrain system overall is not mobile-ready, and it is recommended to instead do "custom/manual terrain" for mobile with premade mesh and baked textures etc... or at least i remember this being the apparent knowledge/recommendation some years ago, is that still the case?

winter minnow
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Terrain hasn't received significant improvements in many years, and although it has rather particular features and optimizations, they're unlikely to be perfect for any specific game

ember blaze
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Yes, i know unity terrain itself isn’t the option for me, i was wondering if there are any alternative systems that people are using?

solar swan
# ember blaze unity terrain system isn't performant enough for mobile vr. I've tried a system ...

the main problem with terrain is that it uses a lot of memory and can quickly consume your render budget if you aren't using it conservatively. Also most things you need to make it look nice require advanced GPU features not all mobile platforms offer. If you keep your terrain small enough, you can use it on any platform. What do you want to do with it? DIY'ing a terrain with meshes and LODs will probably be even worse assuming you do nothing else on top of that to make it mobile-ready.

rocky folio
#

Hi all
I wanna change Heightmap Resolution to 17x17, why is the smallest 33x33?

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I find this very weird bcoz Control Texture Resolution's smallest size is 16x16...

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Is there a way to.. uhh.. edit the source to allow this?

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Or is there any way to achieve this?

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I don't actually need 16x16. I'm just working on something and i'd like to work with the smallest possible size to isolate the logic...

fallen compass
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Is it possible to paint with materials (not textures) on the terrain? maybe like in ue5?

minor merlin
solar swan
stark relic
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i cant add or remove any grass i have on my terrain

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it was working fine awhile ago but just randomly started this

rigid junco
# stark relic

Looks like it is hitting the limit of grass instances. Try messing with the detail resolution settings in the terrain

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Oh wait your brush Opacity is set to 0

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That's the issue

stark relic
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thank you very much haha

rotund summit
#

Physics debugger render all terrain colliders in zero point. Its bug or I doing something wrong?

rigid junco
reef bayBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

rigid junco
#

First make sure that it happens in a fresh scene with a fresh terrain too.

rotund summit
#

Submitted. Just can't believe that's something common used may be broken. upd: will be fixed in 6000.0.27f1

balmy sequoia
round loom
pallid kestrel
#

How do I get to use can I have a vid dm me thank you

rose sentinel
#

Question: do Unity terrain details not batch?
is it not possible?
I have loads of grass prefabs placed down as part of the terrain detail and I have 0 saved by batching

rose sentinel
stark relic
#

whats up with these line above my grass?

#

i know the texture im using doesnt have that on it

rose sentinel
winter minnow
stark relic
timid ferry
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Keep getting this error using the new Terrain Tools 5.2.1 for Unity 6000.9.26f1

#

Anyone know why this is happening or if its a bug?

tribal bear
#

Hey, i am new to unity but i need some help because i am following a tutorial series and it said the next step was to paint grass, but all of my brushes say "this brush is read only" and i cannot figure out a fix. does anyone else here know how to fix this?

shrewd lintel
#

Quick Question (apologies if asked before): Is there a way to access individual detail mesh i guess? Like if I have grass which is a mesh and its painted over a terrain, is there a way I would be able to access it?

shrewd lintel
# solar swan Not directly

So if I wanna do like say grass that lights on fire, would that not be a good idea? I was thinking about a prefab having like 2 states but if I can't change it then Ill look for another solution

solar swan
shrewd lintel
#

Yeah but the shader would be visual right, and id want the grass to go away or maybe create some smoke, wouldn't that not be possible on the shader?

solar swan
#

Ie modify the rendering of your grass based on world position and some masks

solar swan
#

You can use the same technique (world position + masking) in a vfx graph to create smoke

shrewd lintel
#

Yeah that's fair enough, I guess I can figure out a way around that

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I've done this one Opengl with a compute shader but I had access to individual blades/patches with instanceids but I don't on this terrain system. I'll figure out a way tho, thanks so far!

solar swan
#

You can also draw your blades manually and do whatever you want

shrewd lintel
#

Yeah fair

solar swan
#

But that is generally rather tedious to get it to be fast

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Typically you’d just buy one of the excellent assets that have already solved all this for you

shrewd lintel
#

Lol fair enough

solar swan
#

DIY is still required if you aren’t doing it on a terrain

analog silo
#

i cant seem to get my terrain to be detected by raycasts. iv tried ensuring matching layermask to terrain object layer. ensuring the terrain has a terrain collider.

#

i am using unity terrain tools

rigid junco
gusty stratus
#

Hey guys, I am working on a VR project where I have a landscape in Blender that I need to use, but I require a Unity terrain for adjustments. Is there a way to convert the landscape into a Unity terrain?

tardy lark
#

what do you guys use for your terrain heightmaps

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if you want some real looking terrain with hils, erosions etc

solar swan
balmy sequoia
#

Would anyone know why my terrain is being all piled up here?
Question
For Context, I've been following this series: https://www.youtube.com/playlist?list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3 to a T, and I'm getting the problem as shown above. I'll link the scripts that are all connected to the generation of these incase anyone can see the issue. Thanks

Endless Terrain- https://pastebin.com/CXXSrsgk

Mesh Generator- https://pastebin.com/DD5UXTuJ

Map Generator-https://pastebin.com/c5GV3rZL

tardy lark
rocky folio
#

Hi all. Googling this finds the opposite so.. asking here
Is there a way, when painting a terrain, for the brush to NOT smear to other terrains by accident? I tried setting the other terrain to unpickable, or put it in a layer that's unpickable, and... even setting it to not visible, yet the other terrain still gets paint smeared

half mason
balmy sequoia
#

okay thanks

tardy lark
#

anyone else being blocked from installing gaea

#

windows defender does not allow it.

solar swan
inner dagger
#

i did a project in 2022 and had to drown grade to 2021.3.34f1 which seem ok but when i open i get this error what do i need to do to fix this thanks

#

as i dont know what it means and everything looks fine in the scene

rocky folio
#

Hi all. I'm looking to make a grid-y level, using unity terrain, so i lowered the resolution and now getting this jagged ness for curves
Is there a way to make the terrain handle this by making diagonals?

winter minnow
#

The direction of the triangulation would have to require knowledge of where diagonal paths should be
But the mesh is generated first without any knowledge of the terrain shape or height

marsh mesa
#

hey I tryied to install high resolution/realistic terrain to my HDRP project from poly haven but when I try to unzip folder i get blender file and texture folder how do I install it in the project?

sharp pawn
#

guys how can i add a texture

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pls

austere heron
#

Been using RealtimeCSG to get a simple level done, but getting the navmesh ready isn't working how I hoped. I've got all these objects placed down, and say I want to put a navmesh on the closest building I select it, put a navmesh surface on it, press bake but I can't see whether anything has actually happened. Is the actual blue navmesh overlay disabled by default?

rocky folio
#

Testing forwarding message, i hope the image shows..

#

Anyways i have a question. Unity terrain, the heightmap and the texture map resolution is different. Texture is, say 64x64. Heightmap is 65x65
This makes the texture to align differently depending on where on the terrain. On the edges, the texture's "cells" is centered on the terrain's vertex, and closer to the middle, it's centered on the terrain cell's poly

#

Is there... any workaround or something i can do about this?

stark relic
#

is there a alternative to the terrain/lit shader for terrain? im modding a game but it doesnt support the standard Lit shader, other shaders like complex lit work but i dont see an option for that

wet crow
#

Can someone help my terrain is squares?

#

and its soo big

drifting crown
wet crow
#

@drifting crown ?\

drifting crown
wet crow
drifting crown
#

Is it in camera view as well?

wet crow
#

Like The Player camera?

#

I'm sorry i haven't used terrain in awhile

drifting crown
#

The game view

wet crow
#

no its not

drifting crown
#

So it's a scene visualisation grid. What's wrong with it?

wet crow
#

its big like very big

drifting crown
#

Turn it off if you don't want it

wet crow
#

im talking about the terrain paint being too big

#

even after the brush size being small

drifting crown
drifting crown
wet crow
abstract turtle
#

Hey all, is there any performant way to make regular updates to a terrain's tree array, without triggering a bunch of GC?

solar swan
abstract turtle
solar swan
#

in any case, the terrain system is known to be "terribly" inefficient in regards to updates so that is just gonna be something we have to live with for now, or DIY a better system for ourselves.

abstract turtle
#

Yup all good, thought I'd quickly check in case I missed anything obvious before I embark on rewriting all tree rendering code haha

solar swan
#

typically, to improve vegetation rendering, you'd use your own renderer/instancer anyway

abstract turtle
#

It's annoying because GPU wise it actually seems to do relatively well, but CPU side the culling of them all, and whatever the terrain is doing looping through every tree to do stuff like set shader variables, is the killer

#

Actually spoke too soon, might've fixed it! Just maintaining all the tree instance arrays myself and purely using the inbuilt set method seems to not generate GC + when burst + jobifying, acceptable performance

solar swan
#

meshes offer the native buffers for direct use for example, sadly terrain doesnt

rough gazelle
#

guys is there any way to rotate the unity terrain?

manic wave
#

camera close up in this part makes it look square-y

#

for example here this does not happen

#

Oh it only happens with the last terrainlayer i added... any clues why?

#

another terrainlayer after that seems fine again

manic wave
#

actually my old layers also have this problem:

#

zoomed out a little bit

solar swan
solar swan
# manic wave yea tried that

iirc blending happens in sets of 4 layers, might be that every 4th layer has issues blending with one from another set?

manic wave
#

i used microsplat now and it works good

sudden current
#

My terrain right now consists of 16 chunks each 1.252km in size.
Some of these chunks need to be very detailed paint wise - road markings, smooth texture layer transitions etc.
Problem is I've only got 4 layers right now and one chunk of data is 88MB
Isn't this like massive? My game is supposed to run on webGL anyone got any approach tips for this?

inland jetty
#

Perhaps you can use decal renderers to fill in fine details

shrewd quarry
#

I'm using the paint details tool for placing grass on my unity terrain. Does anyone know how I can get the grass to be more dense?

solar swan
#

If you need to paint at a higher resolution than your heightmap you should consider alternatives to painting these features. Roads can be meshes, textures can be designed differently, ground cover, pebbles and rocks can be GPU instanced and add volumetric details that mask the low resolution of the masks/splats

inland jetty
#

yeah -- terrain is a bad choice for things that are very, very sparse and also very detailed

cosmic hawk
#

Hey y’all, is there a way to get stylized looking lighting like cell shading on unitys default terrain because I’m never blue to try and edit the shader and most of what I know about shaders is limited to shader graph with a custom lighting node

solar swan
sudden current
cosmic hawk
#

Or what about a lighting post process effect?

thin marsh
#

can we change the size of a terrain ?

glossy falcon
#

why am i colliding with the tilemap building here?

wet crow
#

Does anyone know how to get grass to be more dense????

fresh valve
#

Anybody got a triplanar terrain shader for built-in render pipeline?

solar swan
solar swan
sweet acorn
#

hello can someone help me?

oak sparrow
inland jetty
sweet acorn
inland jetty
#

That magenta color means that a shader isn't working

#

Show me a screenshot of the "Graphics" section of the Project Settings

#

Also link me to the asset pack

sweet acorn
sweet acorn
inland jetty
#

Okay, so it's designed for the built-in render pipeline, but it also says you can convert it to work with the URP

inland jetty
#

The menu's look might very different. Just show me one screen's worth

sweet acorn
inland jetty
#

Okay, I can tell you're using URP because of that readme file

inland jetty
sweet acorn
#

ok thanks!

inland jetty
#

It ~should~ be a pretty simple conversion process

sweet acorn
#

In this tutorial, we cover how to convert a Synty Studios asset pack in Unity to use the Universal Render Pipeline. We look at the old conversion process for Unity 2020 and earlier as well as the newer converter for Unity 2021+.

We look at setting up a fresh URP project from the Unity Hub templates, importing the Universal RP package from the p...

▶ Play video
inland jetty
#

This video should explain how to use the converter

sweet acorn
sweet acorn
#

OHHH I GOT IT

#

@inland jetty Thanks!

rose sentinel
#

anyone knows how to fix that? while trying to make a holes in terrain

#

everything is dublicating while moving screeen, idk how to explain

#

it looks so weird

#

and also i can't see what's behind this holes

old finch
#

Does terrain tree painting affect performance much?

inland jetty
#

the act of painting the trees, in particular?

#

or rendering the trees?

lost sundial
#

hey

#

how should I add lightprobe support for terrain "grass"

glacial orbit
#

Hello.
I have an issue with neighbors terrains.
There is some places at junctions where there is such bizarre elevation that I can't remove or change. But not everywhere.
Can I fix that? 🙂

lost sundial
#

in which way Unity's terrain store the grass or detail instances?

old finch
inland jetty
solar swan
lucid trench
#

In Tree Builder, the leaves always seem to be separated from the branch/trunk without a way to force them to appear connected. My leaf texture has the stem touching the bottom of the image, but the gap remains. Any way to lesson this?

inland jetty
solar swan
lucid trench
wet crow
#

Is this good for a beginner

#

Any improvements I should make?

lost sundial
# solar swan it does not store instances it stores a density value on a detail map (sort of a...

sounds great , suppose I dont need the terrain at all , I just need the grass/mesh detail in the scene and nothing else , Can I do this seperately? does Unity provides any api for that? currently Im doing this unchecking the 'draw" on terrain setting so that the terrain isnt visible and removing the terrain collider also , which I dont need. I just need to have those grass visible and nothing else. But the way unity terrain is storing the density value in a detail map to render the grass, How do I do it without the existence of any 'Terrain' .?

crisp wraith
#

Hello, I wanted to ask whats the go to way to procedurally place objects in a scene on start?
Also, would those objects need to be their own prefabs, or is there a way to directly "extract" the meshes from the blend file?

solar swan
lost sundial
#

can I remove all the data from th terrain data asset except that grass detail?

lost sundial
#

any way , is there any method to automatically mass place grass in unity terrain based on splatmap?

rose night
#

Yes, 3rd party tools

solar swan
lost sundial
solar swan
#

if you don't need the terrain data, only a density map for grass, simply make your own datastructure. At this point, why are you even using terrain?

solar swan
solar swan
lost sundial
solar swan
lost sundial
solar swan
#

what even is your goal?

#

in broad terms of gameplay/visuals/aesthetics/design

lost sundial
# solar swan what even is your goal?

an open world for mobile device...priority on visual...right now i am trying to render grass....used terrain to do so, but i thought it would be better to get rid of other terrain data that are not needed ad i am not using terrain to do anything else other than rendering the grass

solar swan
lost sundial
lost sundial
hidden lynx
#

Does anyone know why I'm getting these absolutely abysmal bumps on my terrain?

#

Happens when on less complexity too. I tried increasing the height map which fixed one issue (jagged terrain) but brought this

hidden lynx
#

Restarted with the starting terrain at it seems fine. Smooth tool comes in clutch for jagged terrain like this

solar swan
crisp jolt
#

Hey guys I am trying to paint layers on my terrain, with which I never had any troubles. But now when I try to paint I get this error, and my terrain and scene turns black completely. I checked and all material generate mipmaps. Does anyone have any on what i can do?

crisp jolt
#

When I open a new unity file and use the same layers, it does work

#

"Fixed"

inland jetty
#

Note that a .blend file gets imported just like an .fbx -- Unity asks Blender to export an FBX and imports the result

violet oak
#

what kind of tool can I use to make a cave? like some tunnels going down and also for a bigger area?

lost sundial
#

does terrain grass support lightprobes?

solar swan
solar swan
# violet oak what kind of tool can I use to make a cave? like some tunnels going down and als...

Model in blender & co. or use this asset, or use a full voxel terrain https://assetstore.unity.com/packages/tools/terrain/digger-pro-voxel-enhanced-terrains-149753

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

violet oak
sweet obsidian
#

My question is about beginner terrain and graphics: I understand I can model my maps using Blender, but as far as texture goes, is it added during Unity stage? I'm just trying to figure out the correct workflow to create a cheap version of this:

drifting crown
sweet obsidian
solar swan
inland jetty
#

"Terrain" is a very specific thing, yeah

#

It's a special kind of renderer that creates a surface based on a height map

solar swan
umbral path
#

i need help, it wont let me paint the terrain

paper sapphire
#

can you explain a bit more? actually first off lets see a screenshot of the terrain and the inspector of the terrain component w/ what u have selected to paint

solar swan
#

no

lost sundial
#

how do I remove this thing from terrain data?

#

can I access to terrain data using script and remove it?

foggy pecan
#

How can i scale them bigger? they are at max HEight

solar swan
lost sundial
lost sundial
#

How to prevent terrain grass from overlapping with each other?

solar swan
lost sundial
#

I see

lost sundial
#

what format should I use for the terrain detail's texture?

#

currently it's in astc format

solar swan
main tinsel
#

Can someone help me with terrain textures? I downloaded a ground texture to add to my terrain but have no idea how to, I googled it, watched a bunch of videos but they had a different format of Unity. For context, I am new to Unity so I have 0% idea on using it

main tinsel
#

nvm I found out, guess it was my screen size that caused the issue

inland jetty
#

One other thing that could be important -- there's a "Terrain Tools" package that changes how you work with the Terrain component

#

I know that it changes how you create terrain layers

main tinsel
#

I needed it and was tryna find ways to create layers

main tinsel
#

@inland jetty So hey man, I found out terrain tools and am using it rn but just to learn if it has anything more special, does it only give you more customizeable features for building terrain or help with built-in terrain?

inland jetty
#

It gives you some new kinds of sculpting brushes and makes editing terrain layers more pleasant

main tinsel
#

Alr thx, I appreciate that man!

severe pumice
#

however i fix this

solar swan
severe pumice
#

yes

solar swan
#

can you share a screenshot of its hierarchy?

severe pumice
#

top one is an LOD

#

bottom one is the actual grass

solar swan
#

you mean the top one has a LOD group?

severe pumice
#

yes

solar swan
#

and the grass3 is assigned to LOD0?

severe pumice
#

no

#

what do you mean a lod 0

#

ive used lod groups once

#

parent

solar swan
#

your LOD groups are empty

severe pumice
#

so im an idiot

solar swan
#

you either have to assigne grass3's renderer to LOD0 or remove LODs entirely

#

and remove all empty LOD groups

severe pumice
#

only lod0?

#

got it

solar swan
#

since you have only one mesh, you should remove the LOD group entirely

#

and control tree rendering by setting tree draw distance on the terrain

#

(not entirely sure whether the default terrain renderer even supports LODs)

severe pumice
solar swan
#

its called "tree distance"

#

in any case, thats unrelated to your original problem

severe pumice
#

ye

solar swan
#

the bounds cannot be determined because your LOD group is empty

severe pumice
#

now i just need to fix this

solar swan
#

what is "this"?

severe pumice
#

for textures based on terrain height

solar swan
#

if you have to ask, you probably can't do that on your own

#

its largely undocumented how to do it

severe pumice
#

ill learn ive got time

solar swan
#

you can't learn, you have to "figure it out"

severe pumice
#

ive got a lot of time to figure it out

solar swan
#

then you just have to figure out which properties that shader needs to be compatible with the terrain system and build that shader

severe pumice
#

ill just redo the whole system with a mesh if i need to

#

but itll just be inconvenient

solar swan
#

you could just procedurally paint the splat maps based on height and use the regular shader

severe pumice
#

thats what ive been trying and its not looking good 😭

solar swan
#

you have to explain what you mean by "not looking good"

#

nobody knows what your goal is

severe pumice
#

lower parts is grass

#

middle part is the light brown

#

top is the rock

#

based on height

calm bobcat
#

i modeled a tree with blender recently, exported it to unity, and tried using it to paint trees using a terrain gameobject but im running into a ton of problems.

the tree itself is a prefab of a bunch of icospheres and a cube enclosed within a gameobject. when i try to add that game object as a tree, it says it cant be instanced because it has no mesh renderer. i add a mesh renderer and mesh filter, and the mesh can only be the branch (cube) or one of the leaves (icospheres). what should i do to fix this?

winter minnow
calm bobcat
#

just did that, now the shader is messing up

#

seems like the shaders for the materials is read only, cant change them to nature/soft occlusion

#

or i guess new problem: the shader is broken on my system, any material with it is bright pink

hushed sedge
#

Hello, Is there a way to import terrain from a Higher version of Unity ?

#

im using Unity 2018, I bought some Map Packages, all items are good except the terrain won't show up.

#

I tried a thing , called "terrain to mesh ", played all of it's settings , both the texture color and the ground normal-map effect, their result is 60% quality, Is there a better way of importing Terrrain from higher version Unity?

solar swan
hushed sedge
tardy lark
#

what could be the reaosn mesh grass is not appearing on my terrain in urp

#

i paint but it does not show up

calm bobcat
#

how can i use nature/soft occlusion shaders if i am using a urp 3d template?

violet oak
#

how do i get a seamless shiny texture like this? when i move around the shiny parts all show up randomly as like a reflective effect

winter minnow
winter minnow
half belfry
#

I have some models that are basically Tiles in 3D.

Is there a tool so I can easily use us and make something similar to the 4th gen pokemon games or will I have to make my own tool?

dark orbit
#

I am having some issues with my details, im placing dowing trees and grass but when i move around in scene view the trees leaves are turning purple at certain angles:

#

how can i fix this?

dark orbit
#

NVM i fixed it, the problem was he diffusion profile

random widget
#

I'm doing this Udemy FPS game tutorial but since the version the tutor is using is 2019 and I'm on Unity 6 a fair bit is different. I'm using the Unity StarterAsset and sitting with enemy and NavMesh atm, and in the tutorial the guy has a bake button right in the Navigation window which I don't. I placed a NavMesh Surface component on the environment parent object, clicked the bake button but get no "blue zones" anywhere?

#

Super new to this so pretty clueless as to what to do

inland jetty
# random widget

unfold the "Object Collection" section and have a look at that

#

It might be targeting the wrong layers.

#

also, this is an #🤖┃ai-navigation problem, so you should post over there and link back to the original message here!

calm bobcat
#

how can i use nature/soft occlusion shaders if i am using a urp 3d template? im trying to paint trees with the terrain tool and a custom mesh I made in blender, but the only way I can get it to work is by using some LOD component on the trees. this is nice but I still want to be able to have the trees move in the wind, but i can't access the nature/soft occlusion shaders necessary for this

brisk wolf
#

what causes these ugly stains on my terrain?

#

all height is the same and its only one texture

drifting crown
#

@rugged forge Don't cross-post. No relation to terrain either.

rugged forge
thin hearth
#

Is it possible to enable mipmap streaming on terrain splat textures somehow? It doesn't have the option in the settings and they account for a whopping 2.5GB of shared memory.

thin hearth
#

It's possible to toggle it by setting the inspector to debug mode. This doesn't appear to help 🙂

oak wedge
hybrid flare
#

Does anyone know why some of my trees are appearing blue at a distance in/out of game?

#

They are painted on terrain

hybrid flare
#

Figured it out, it was due to the speedtree shader

thin hearth
drifting crown
thin hearth
unborn hemlock
#

Haven't really worked on projects for a good 7/8 years so treat me as a complete beginner, but basically I have a custom texture I have made (2048x2048) for a grass terrain. Terrain building is all fine and I can use Unity's pre-existing assets to paint the terrain, but for some reason despite having the exact same settings and file type as the other texture files, when I put my texture into my project I can't select it to use when trying to select it as a Terrain Layer in the Paint Texture "Layers" section. I have other assets which work and appear but for some reason my 1 texture won't. Any ideas? I know probably seems like a really straightforward thing haha

crisp wraith
#

hello! i wanted to ask, why does the terrain look so blocky at higher heightmap resolutions?

inland jetty
#

so, select the asset and then screenshot the inspector

inland jetty
#

If you have a very high horizontal resolution, then a lack of vertical fidelity is going to be a lot more obvious.

crisp wraith
#

imported from gaea

crisp wraith
inland jetty
#

"gaea"?

inland jetty
#

there are only 256 possible brightness values for each pixel

#

As you increase your heightmap resolution, you make it more and more obvious how few height values you have

crisp wraith
#

misread the question

inland jetty
#

in that case, you could theoretically have a nice smooth slope all the way from one side to the other

#

but if you had a 512x512 heightmap, it would be impossible to have a smooth slope going from one side to the other

#

you don't have enough height values!

#

0, 1, 2, 3, ..., 254, 255 -- but you're only halfway across the terrain

unborn hemlock
# inland jetty so, select the asset and then screenshot the inspector

The lower half of the inspector is different but I believe this is due to the file size of each file. The "CartoonGrass_Grass" works absolutely fine as a layer in the Layer Pallette but for some reason my one won't. It's probably something super obvious I'm missing but any help is appreciated!

inland jetty
#

I don't know if that matters here

inland jetty
crisp wraith
#

one sec

inland jetty
#

hmm, okay, this is a 16-bit PNG

crisp wraith
#

would that be enought? i have the resolution at 1025

#

also why is it 1025 and not 1024 lol

inland jetty
#

i dunno -- I guess it wants to create a power-of-two number of cells, so it needs one extra height value in each direction to do that

inland jetty
#

that gives you 65536 possible heights

crisp wraith
#

so any ideas why its so blocky? should i just use a higher resolution map?

inland jetty
#

Increasing the horizontal resolution won't help here

#

You already have large areas of exactly the same height

#

oh -- what're the import settings for that texture?

#

Yep, that's your problem

crisp wraith
#

what is it?

inland jetty
#

default settings on the left, R16 format on the right

inland jetty
#

The default importer settings for a texture will wind up storing it in some kind of 8-bit format

#

I configured it like this

#

Alternatively, turn on "Use Raw File" and then pick the file directly.

#

By default, you're using an imported texture -- so the import settings matter

crisp wraith
#

it becomes red?

#

i tried with the raw file at first but it came out all broken

inland jetty
#

Yes, it turns red

#

R16 means that the image has only one channel (the red one), and that it uses 16 bits per channel

crisp wraith
#

very random but hey it works, cheers

inland jetty
#

it's not random at all, though (:

#

If you're presented with a Unity object picker, instead of just directly selecting a file, that means that you are working with the output of an importer

crisp wraith
#

yeah but i mean why r 16 lol

inland jetty
#

there's no "gray" channel

#

so the closest you're going to get is just using a single channel

#

and the first channel is red

inland jetty
cerulean sluice
#

Hey all
I'm new to unity and I need help with a terrain issue that I'm facing

Problem:
I have the heightmap(RAW) and the basecolor image map of a terrain exported from a different software
I've successfully set up the terrain inside of URP unity pipeline using the heightmap
Now I'm facing an issue of assigning the base color map as a texture for terrain

What I tried:
I created a new material and added this basecolor image to BaseMap and when I'm assigning the material to the terrain, the terrain kinda disappears and unity outputs a warning that terrain object won't use a regular material and I have to change the shader type to URP/Terrain/Lit
The moment I do that, I lose all the options to add the texture images

I tried setting up everything in blender and then exporting the terrain as a mesh and textures from blender, I imported the terrain and a normal mesh fbx and set up the materials in unity, then used a free tool to convert the mesh to terrain, but again, the moment I do that I lose all the texture data and there is no option to add the texture as a BaseMap.

I know that we can paint textures in unity and I'm not talking about that, that I'm able to do.
What I wish to do is to take the basecolor image map of the terrain, which I've made in a different software, I wish to map it as a whole, to the terrain generated using heightmap inside unity.

Is this even possible? Please guide me on what I should do and how I can achieve this

thin hearth
cerulean sluice
#

I kinda figured it out, but then decided to go the other way since it didn't look the way I thought it would

unreal torrent
#

For all intents and purposes, it just means that you're able to store a higher resolution image, as having more bits lets you pack way more data inside your texture

#

And as all you really want is a single float value, you would never use the Green or Blue channel, you only use Red

faint dust
#

Hey, i'm a little bit confused on how to place my trees with terrain tools in regards to optimization.
I'm creating a test scenario with a standard tree from SpeedTree, which already come with instancing compatible materials.

Now the Terrain-Detail docs mention a specific form of instancing, that improves performance https://docs.unity3d.com/Manual/terrain-Grass.html#:~:text=lighting aren’t supported.-,Unlike,-regular instancing where

Should i paint in my trees as detail mesh and take advantage of that instancing? Whats the difference to "normal" instancing?

Maybe these two links are relevant:
https://docs.unity3d.com/ScriptReference/TreeInstance.html
https://docs.unity3d.com/ScriptReference/DetailInstanceTransform.html

jolly basin
#

any idea how to create this using unity's terrain system? (a hole/cut in the terrain itself to form a bridge like this)

zenith loom
#

you cant. im pretty sure the unity terrain is just a heightmap

#

i think you'd have to make it a seperate model to the terrain, using something like blender.

jolly basin
solar swan
#

You also gain a lot from using a good impostor shader/generator for your last LOD and use that aggressively.

#

Naturally you need well optimized meshes for all your objects to beging with.

faint dust
hardy mica
#

My paint brush is not working

hardy mica
#

My texture paint and mesh paint is not working

drifting crown
#

@hardy mica Don't ping moderators with non-moderation related issues. Or anyone not in a conversation with you. #📖┃code-of-conduct

#

You can find resources pinned in this channel meanwhile.

hardy mica
#

How to reset teren inspector

#

Only this two things is not working paint texture and paint grass mesh

hardy mica
# hardy mica

😄 Problem fix after watching six videos in YouTube

kindred violet
#

Hi Everybody i have GaiaPro2023 but i'm just a beginner forever in Unity and not a programmer either. GaiaPro seems so difficult with all the settings and everything(maybe it was a mistake i bought it). Is it better to just use the Unity Terrain tool? or can something like this product called "Endless" be a good thing to get ? It's a little bit i don't' think it would be for me because i don't really care about making super huge things and this one says it makes Infinite terrains at runtime which makes me think you need a powerful computer and GPU which i dont have. I have a quite old comptuer. But it's now 25 dollars and that's quite cheap compared to Gaia 70 something and GaiaPro close to or past $200 . Or what terrain tools would be better for a beginner? Also i don't like those that use Nodes, i've heard about some that use nodes. Nodes are hard. I like more visual stuff. Like Gaia where you just set settings but just that Gaia Pro had way too much stuff to set up and it's difficult to understand and have to do all kinds of stuff and preparations. https://assetstore.unity.com/packages/package/270032

Get the Endless - Infinite Terrain Generation package from John McMahon and speed up your game development process. Find this & other Terrain options on the Unity Asset Store.

solar swan
zinc dune
#

I've had a lot of luck finding free assets for procedural erosion, plants, textures. It is looking great except I can't find any tools for placing rocks

rigid junco
kindred violet
# solar swan What are you trying to make? Gaia actually tries to convince you that you have t...

i just want to make realistic terrains. so then you think just sticking with the Terrain tool(free and included ) is best? Cause i also kind of think so and that it would be a waste to spend money on other thing. But they make it so like good advertising that you can make all these magnificent terrains and with rivers and all kinds of stuff and grass and flowers. I haven't actually spent much time with Terrain tool but maybe it can do the same, i kind of briefly saw some tutorials and they achieve some pretty great stuff

solar swan
# kindred violet i just want to make realistic terrains. so then you think just sticking with the...

If you want to make realistic terrain you need to use good quality stamps or a 3rd party generator like world machine, gaea or world creator (stamps are made with these, but they can also generate large scale landscapes). The terrain tools will only ever be suitable to sketching and small modifications when realistic appearance is the goal. You should also aim for using a non-destructive workflow, terrain tools can’t do that.

#

The procedural tools that you can buy as unity assets aren’t even close to the quality you can achieve with these external tools. But unfortunately, they are quite expensive.

charred snow
#

Hi, trying to use brush mask filters on the terrain tools to paint foliage, and when adding a layer modifier, it stretches out the inspector window like this and spews out a bunch of errors. Unity 6000.0.34f1.

cursive garnet
#

Hi guys, do you know how to make terrain like this? I'm new to this

winter minnow
#

Not Terrain exactly

cursive garnet
#

and then u add vegetation, houses, water, etc

#

right?

winter minnow
# cursive garnet right?

Yes
Or if you prefer the vegetation etc can be made in blender on the map too
Or inversely the ground can be made of modular smaller meshes that you can piece together

#

Kind of depends what's a more convenient workflow and how much asset space you want to reuse

cursive garnet
winter minnow
#

More efficient to re-use map areas or map pieces

split hull
#

Anyone know how to paint a part of a terrain at runtime

frigid stag
#

The tree wii cartoon tree couldn't be instanced because one of its LODs contains renderer of type other than MeshRenderer and BillboardRenderer.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

hi im trying to paint some trees on a terrain and im getting the above error, but in my LODs I got these, not sure whats wrong:

split hull
rigid junco
#

Not the LOD Group component, but the objects assigned to its LOD slots, so pCone3 in this case

#

You can show pCone3's inspector if you are still unsure

undone sundial
#

Not sure if this belongs here but I have a chess like board that shows up drawn with line renderers, and the tiles highlight by using sprite renderers. On levels where I don't have any foliage painted on the terrain they show up just fine, but on levels with grass I can't really see them. Is there some way to make them show through the grass? Sorting levels and layers didn't seem to change anything

coral cliff
#

Hello! I'm looking to create realistic or semi realistic mountain ranges / valleys that my game will take place in. for that, i thought about using Magic Map2, but the tutorials are a bit lacking. Does anyone have extra info on magicmap 2 or might be able to direct me on what im looking for? Im using these rn, but isnt giving the best results.

pliant bough
#

You will need more noise at different scales and intensity to really give it variety.

#

Plug more of those noise dongles into the blend gizmo.

coral cliff
solar swan
coral cliff
solar swan
nova grotto
#

Hi friends, let me ask you a question, when I navigate the ready-made scene in unity time ghost, the grass is rendered in the whole terrain, but in my own projects, the grass is not rendered in my scene, is there a setting for the grass to be rendered in all of the large plots, just like in Time Ghost?

#

or a shader

#

@sick coral

solar swan
nova grotto
#

If there is a shader for this or a source that shows this, could you share it with me?

solar swan
#

How much do you understand about entities and computer shaders?

nova grotto
#

Dude, how can I render the grass in an optimized way on large maps with shader like in Time Ghost

solar swan
#

theoretically you can increase the grass/details draw distance on your terrain by a lot, then grass will fill the entire terrain. Bug that will destroy your performance.

nova grotto
#

I increase it in the terrain settings but it doesn't work

sudden bear
#

how can i get better lighting or graphics because my game looks horrible

coral cliff
sudden bear
#

I want better graphics

coral cliff
# sudden bear I want better graphics

better graphics incompasses many thing youll need to do. Just saying "better graphics" doesn't tell me what you want to change. Understanding what you want is needed to help refine your game

sudden bear
#

well how do i get shaders

coral cliff
#

do you mean like changing how light affects your trees?

sudden bear
#

yeah

coral cliff
#

thats more so tinkering with a dirctional light then shaders, check the lighting window in unity as well, and the help docs for directional light, and see if that makes your game look bettr

sudden bear
#

should i bake the lightning?

coral cliff
#

Alright, so ive tinkered with the settings a bit more, and the mountains look a bit better, but they are still a bit jagged, any advice on make th sides of the mountain look better?

coral cliff
# sudden bear should i bake the lightning?

depends on your game, if it has a day/night cycle then no. Othrwise it depends on what you want light to affect. Prebaking improves the performanceat the cost of making it harder to change iirc (a bit beyond my expertise)

#

tutorials on lighting would probably hlp you better thn i can

sudden bear
#

alr

inland jetty
#

Try making the curve a bit less intense

coral cliff
inland jetty
#

ah, so you need some very flat areas

coral cliff
#

i need some decently flat areas, its kinda mountainsare the boundary of the area.

#

im trying to create a type of geomatry that involves mountains, like a mountain range would be irl, im not describing it very well.

#

valleys wherethe game will take place, and the mountains that are the backdrop

pulsar bramble
#

somebody know why my texture is so insanely pixilated?

#

can't seem to find a setting that would fix this isseu

#

issue

#

but i cant leave it like that cuz thats just terrible

#

can i only increase texture size in terrain settigns?

#

also not sure what the correct channel is so i'm gonna post it here.
I fucking hate how it looks. it looks so unnatural and wrong. Everything..
I like how it looks above water but below water its just ass.. Anybody got any recommendations?...

pulsar bramble
#

tried doing it with various layr but UGH

unreal kayak
#

how can I fix my grass details from doing this?

pliant bough
#

You can only blend to hide it

pulsar bramble
#

but honestly it still looks freaking ugly

pliant bough
#

Yeah. It's not fantastic

pulsar bramble
#

i honestly dont know how to make terrain look... good?

#

idk

#

espeically under water

pliant bough
#

I have been doing custom mesh terrains

#

Based on GIS data

pulsar bramble
#

GIS?

#

Would love to learn more about it

pliant bough
#

I suggest hiding it with plants and rocks.

pulsar bramble
pliant bough
#

GIS is just means global information services I think. It's basically satellite data

#

Like Google earth

pulsar bramble
#

interessting

#

since I'm kind of a noob regarding terrain (or unity in general) how would you approach creating islands (both rocky and flat) in an ocean?

#

kinda odly specific, but I would love to know how others approach this

#

This is my 2nd time working with enviroment and I'm currently taking part in a game jam

pliant bough
#

I'm generating a mesh at runtime, and then downloading the heightmaps and textures from APIs

pulsar bramble
#

so basicall you create an ocean thats flat and insert meshes inside the oceans, with heightmaps + textures that u get from API's?

pliant bough
pulsar bramble
#

that sounds actually insanely clever

#

i have no idea how that could work, but i like it

pliant bough
#

I spent more than a year working on it. I can make anywhere on earth at varying levels of detail

#

Up to 16k textures

#

It has a world of issues though. XD

pulsar bramble
#

so nothing i could create in a game jam 😏 XD

pulsar bramble
#

sounds like an extremly big asset

pliant bough
#

Haha, probably not.
But it could be used to create a terrain that is in a game jam game.
I have a runtime version, and also can save the mesh as obj.

#

The Manhattan map is all obj

pulsar bramble
#

uhh i see, clever

#

how does it work? do you pass coordiantes?

pliant bough
#

yeah, I just tell it the GPS coordinates and it returns the closest map tile

#

Microsoft MapPoint does the conversion from GPS to tile system coordinates

pulsar bramble
#

Mind if we talk in dm's?

#

Don't wanna spam the channel anymore

pliant bough
#

I have to run anyway.

#

Sry

#

Join the GDL, I chat all day there

pulsar bramble
#

GDL?

pulsar bramble
#

will take a look thx

rigid junco
#

GIS

pulsar bramble
#

when i paint trees this shit happens

#

basically this small tiny model throws a GIANT fucking projection of itselfs?!

rocky cargo
#

Is there a tool that can adjust Unity's built-in Terrain using Unity's Spline package?

solar swan
untold dagger
#

has anyone worked with the naturemanufacture environment assets? i'm having a problem with height-based blend on URP

#

there is a shader named "URP Terrain" included in the pack which also comes with an option of height based blend

unfortunately, it's not been working when i apply it to the terrain

solar swan
pulsar bramble
#

Solved: lod's reducr billboard size

hard stratus
#

Hey there, so i need some help with Mesh and Terrain. I made a Floating Island with ProBuilder and now i want to add some good ground texture to the surface of the island and i want to add some grass and trees. But on probuilder mesh objects you can only use materials and not things like grass and stuff like you can use on terrain right? So is there any way to snap a terrain exactly on the surface of this island so i can add some grass and trees? (pls Tag me on answers so i noticed someone answered XD)

solar swan
#

Attaching a terrain to a mesh doesn’t work that well. Especially if the meshes aren’t on the same square subdivisions as the terrain.

brisk surge
#

does anyone know why my trees are pink in the background and the normal colours when they are close

hard stratus
solar swan
winter minnow
#

Pink and green usually indicates a problem with diffusion profiles, assuming you're using a shader that's capable of subsurface scattering
But it could be anything

untold dagger
solar swan
untold dagger
#

is this the blend distance setting?

solar swan
untold dagger
#

haha i see why they look like that to you.. it's a good asset pack

check this out, might give you a better perspective

#

i think you're right

#

i was watching a tutorial and his height blends looked like this (although with a noise brush)

i this it's the noise brush that made it more effective

solar swan
#

iirc unity’s default shader doesn’t do pure height blending. It’s a mix of linear and height blending.

untold dagger
#

oh right, thank you so much man :))

winter minnow
untold dagger
winter minnow
# untold dagger 😕

Do you have visible settings for each layer? Such as Opacity as Density or Mask Map fields

#

Under Layer Properties I assume

untold dagger
winter minnow
#

Actually I'm confused what's the difference of Height-based Blending and Opacity as Density

untold dagger
#

the blend is working now tho, @solar swan helped me fix it :))
idk why there's a warning

untold dagger
#

height based blending on and off comparison for reference

winter minnow
#

This is not really what I'd expect height based blending to look like
But it's very difficult to tell with your choice of textures

untold dagger
#

you can notice that the texture is spread around indiscriminately around the terrain with the setting off

untold dagger
#

i think that might have something to do with it

solar swan
#

Also make sure you use a wide enough transition area where both textures overlap to see it.

winter minnow
#
  1. Brush opacity only
  2. Opacity as Density
  3. Height-based Blend with low Height Transition
  4. Height-based Blend with medium Height Transition
#

This should demonstrate the expected effect
Which I'm not really seeing with the particular example

#

The lower layer should show through in parts of the texture that have a low height value, or opacity with opacity as density

untold dagger
solar swan
#

Fwiw, I’ve found that the nature manufacture materials need some tweaking in the height mask to blend nicely. But I’ve only ever used them with microsplat

winter minnow
#

That looks clearer

#

But usually it helps to use a bright color underneath for testing and verifying it unambiguously

untold dagger
solar swan
solar swan
#

IMO, get microsplat

untold dagger
solar swan
#

Free version doesn’t work in SRP

untold dagger
#

only hdrp?

solar swan
#

and the fun stuff is all extra. I’d recommend the ultimate bundle 💪

solar swan
#

Sad truth, pretty terrain and foliage in unity is expensive

untold dagger
#

haha got it, im on a budget rn tho

the $20 version works tho right?

solar swan
#

for a proper AAA quality foliage/terrain you are looking at $300+ (just for the features)

untold dagger
solar swan
#

It’s a rabbit hole

untold dagger
#

im working on an indie project, i don't wanna keep my environment so polished that they stand out weirdly from all the other assets xD

#

im using good assets but i think i wouldn't call them AAA... prolly AA-ish

solar swan
#

Also don’t forget performance, which isn’t great on standard terrain

#

I’d say builtin unity terrain is almost useless. Visually not very capable. In any style.

untold dagger
#

ah damn

#

i did realise that when i switched to 4k in game

solar swan
#

And it can only really handle 2k resolution (per terrain)

#

4K is very slow

untold dagger
#

do you think that the $20 version of microsplat would help me fix that for now?

solar swan
#

Also it uses huge amounts of memory (assets won’t fix that)

solar swan
untold dagger
inland jetty
# untold dagger only hdrp?

(if you're unclear -- "SRP" means Scriptable Render Pipeline. The Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP) are both SRPs)

solar swan
#

It’s tough getting large maps on low end hardware

untold dagger
solar swan
#

Unity has no good tooling for making large maps… beyond 1K in a typical 1st/3rd person game it quickly gets sluggish in the editor and you need to start being clever about splitting stuff up

untold dagger
#

thank you so much for the heads up bro

coral cliff
solar swan
coral cliff
#

Yeah, terrain is the first part of creating a great game. the terrain influnces how you build your levels and your game in 3d enviroments

coral cliff
#

so uh, for anyone that wants to know, always have a reference building or person for creating terrain. I thought i made some decent looking mountains, and uh

#

they are REALLY big compared to human made things

#

any tips for making terrain that seems reasonable size?

coral cliff
#

yeah, should of thought of that XD. Game design classes never really taught me level design

solar swan
#

Typically everything needs to be 2x the size of real world equivalent when it comes to doors/windows/interiors and 1/2 to 1/4 when it comes to building exteriors.

coral cliff
#

Trying to make a mountain range that would feel "Filled" by a village with like 10-20 houses. is pretty hard. Making interior bigger on the inside then the outside is key?

solar swan
#

You can use fallout 4 and Skyrim as a useful reference. They are quite easy to decompose on terms of level design.

coral cliff
#

do fallout 4 and skyrim have mountainous terrain i could look at? ill be honest ive never played them, only watched some content

solar swan
#

But understand, players hate walking on sloping terrain

#

Most games don’t really give you mountains as terrain, they are usually only backdrop or boundaries for roads

coral cliff
#

I'm not looking to create mountainous terrain, that you go up/down, just using it as a backdrop.

#

i mean i will be INSIDE the mountainoius terrain

solar swan
#

If you want a game with actual mountains: Death Stranding, ArmA

coral cliff
#

thank you for the games to look at. Just want to convey that the game will take place in valleys between mountains, imagine living in canyons.

solar swan
coral cliff
#

Will do, alot of research to do now

solar swan
#

Far Cry USA has mountains

coral cliff
#

i have played far cry 5, but that wasnt very mountanious

solar swan
#

The map in assassins creed Valhalla is also very instructive

coral cliff
#

Your making me wanna spend $200-300 on games just to learn about level design

solar swan
solar swan
#

Compare those mentioned above with the map in Elden Ring, totally different approach

coral cliff
#

is there a game that involves it primarly taking place in canyons?

solar swan
#

Also consider various instances of Hyrule

coral cliff
#

I also have not played zelda, unfortunatly, but i will also take a look

solar swan
coral cliff
#

thats the type of game im going for, but trying to make it feel a bit more open iig

solar swan
#

Oh, also check out metal gear solid 5, for a very realistic vibe/approach

coral cliff
#

noting this all down

solar swan
#

A canyon approach is much easier than open world

coral cliff
#

I used to live in a mountain valley that has high mountains all around and the view is gorgeous. I want to apply that sort of terrain to my peaceful games that i make, if that makes sense. You would be able to look up at a mountainside above you, with rock formations and other things, but climbing up it is almost impossible without rock climbing

solar swan
#

Maybe also look into Firewatch. Pretty linear/canyon but feels open

coral cliff
#

i did love watching firewatch

#

its just a steep learning curve to make terrain that you see in your minds eye

#

thank you again for the info, will try watching some videos, or downloading maps or something to learn if need be

swift sorrel
#

Hey does anyone know how to add GPU instancing for rendering many trees/grass?

solar swan
swift sorrel
inland jetty
#

It seems like a good exercise for learning indirect rendering.

haughty lantern
#

If I want to make a grid system on an Uneven Terrain for Tower Defence, how would I proceed?

solar swan
haughty lantern
solar swan
haughty lantern
mellow rampart
#

why is the tile so small

inland jetty
waxen surge
#

do yall know any program i can work on to make my own terrain texture

solar swan
waxen surge
#

like for a project we need to do EVERYTHING ourselves

#

no asset store

solar swan
supple quail
#

might seem like a weird thing, but how would i go about moving the trees on terrain down or so? to stop this from happening?

inland jetty
#

Is the tree made from an empty object with some renderers parented to it?

#

You could move them down a little

#

That would cause the tree to be stuck slightly underground on flat ground, of course, but it wouldn't be too obvious

supple quail
#

Thank you!!!!!!!!!!

weary geode
#

guysss

#

can anyone help me i have a problem with the terrain

#

my brush isnt working

#

nothing with my terrain

pliant bough
#

Is the brush something you imported?

#

It is saying the brush is read only, which may mean it needs to be set to read write enabled in the import settings

#

Anyway, you have no detail objects selected, so nothing will happen there anyway

west remnant
#

What could be the case, when im trying to use a single Area Light, and generate lighting as a lightmap, to my wall having these kind of shadows?

winter minnow
normal thistle
#

Does anyone know why my trees are so dark from far away, but pop in? I see here my trees are being replaced by some sort of billboard, but its super dark.

thin hearth
normal thistle
#

I found a solution that works for me

#

I just made the trees far away and set the draw dist to 0 because i want them ot be in the distance

tepid mantle
#

Any possible way to make a terrain shader with shader graph or meh?

thin hearth
tepid mantle
#

What would be the best way to get some textures to pop out a bit more with the URP terrain as is? Not too sure what height-map blending implies here

#

the 4 layer limit does stink tho

#

Like I have some AOs and Height textures, but I'm not sure if I can use them

#

There is this 'Mask' channel and docs say that's density but what kind of map is that? lol

thin hearth
tepid mantle
#

Yeah I've seen that before. Was just wondering if shader graph was possible and to toss on a parallax node or something

thin hearth
#

Nope. It's not that simple

tepid mantle
#

Boo, I guess next project I'm doing HDRP then

thin hearth
#

HDRP is still limited to 8 textures

#

No tessellation or parallax on terrain either

tepid mantle
#

Docs up there says has tessellation

#

but not URP /shrug

thin hearth
#

The shader has a bunch of:

// TODO: Tessellation
// TODO: 16 layer support
tepid mantle
#

Oh huh, well. Maybe some terrain support eventually because as it seems the VFX graph is becoming the next best thing

thin hearth
#

We'll get a new terrain system in Unity 7. For now, try Microsplat.

tepid mantle
#

Would really like some voxelized terrain too ;p

thin hearth
#

That's a whole different thing 😉

tepid mantle
thin hearth
#

$20 for URP support. Another $20 for tessellation

#

I think by default it has up to 32 layers?

tepid mantle
#

If I want the tessellation, right?

#

Yeah seems like every feature is a dlc

#

probably rolling in cash

thin hearth
#

Rapidly losing his sanity from having to support three render pipelines

sand karma
#

I currently have roads setup like this but im facing a problem. whenever i walk from one to another theres a bump. how to fix this?

thin hearth
tepid mantle
#

Let's say I want to populate a terrain or plane with a bunch of grass with a specific interactive grass material. Usually you use instancing of some sort, but that still requires you to wrap this instance in a gameobject if you want to visually see it when working on the editor. So the question is more on if the tree populating tool would suffice for this as I do believe it does some sort of instancing/baking onto the terrain, but I'm not entirely sure how that applies to other gameobjects that aren't using the speed-tree tech.

#

Or maybe some other tools I should be aware about like polybrush, but I don't think that instances things either

thin hearth
manic summit
#

How do I place terrain dm me if you know how

solar swan
tepid mantle
thin hearth
#

Either way you can have it rendered by the terrain details system. No need to roll your own

tepid mantle
#

I'm not seeing a material for the vegetation nm, I'm blind. It was right there with Grass Texture .

solar swan
tepid mantle
#

oh yeah that's not a bad idea

solar swan
#

Each object that interacts shows up in that texture, say as a sdf or a mask

#

You probably have to constrain that texture to represent only 100-500m around the camera

tepid mantle
#

sounds like something similar to how I did some fog system before

solar swan
#

a more performant approach would be injecting N float4 into the shader to represent interactions

#

But that relies on static shader properties and you need to coordinate which object is importantly enough to show up

tepid mantle
#

This all would require some copy operation per frame though, right? Wondering how I could keep this completely in the shader if possible

solar swan
#

I would avoid using a texture as a structured buffer in a shader.

solar swan
tepid mantle
#

not a big deal honestly, just wondering if there's a super secret way to do this without cpu communication

meager linden
#

My add texture button is grayed out for the grass, im trying to add grass but the option to add texture for it is grayed out

#

It lets me do mesh but not texture

solar swan
meager linden
solar swan
limpid pewter
#

Another weird thing was, after creating the float value for alpha, it never appeared in surface inputs in the inspector.

If anyone could help, id be more than thankful 🙂

#

I'd also note that switching to HDRP isn't an issue

tepid mantle
limpid pewter
#

Let me check, not sure

limpid pewter
tepid mantle
#

I'm actually working on this myself and it seems to work with lit

limpid pewter
#

The shader has the grass texture selected

#

its defined in the grassTexture node

#

however in the material inspector, input for grassTexture is empty

#

I can manually add it and it works ?

tepid mantle
#

Ah, I guess it didn't update when you added the default texture I guess. Assuming the property is exposed

limpid pewter
#

Weird...

#

Anyhow, thanks, wouldnt notice it without you

#

Oof

#

No changes set in the shader actually update

#

I can see that in the float value. If i change it in shader graph, it wont update on the inspector (nor visually)

#

Any idea where i made the mistake ?

tepid mantle
#

For the sake of testing, just use Unity's lit shader and see if you can get that working

limpid pewter
#

Manually resetting it works and it updaates

tepid mantle
limpid pewter
#

Yeah, i have no idea why it isnt updating. Gonna head to sleep, and will try tomorrow. Thanks !

tepid mantle
#

May want to check that you're using the correct material instance as well, but otherwise the graph looks fine to me.

limpid pewter
tepid mantle
#

Oh, huh. Are you sure that the detail mesh material is the correct instance? I guess this would imply that perhaps it's creating a material for each instance? That doesn't seem right.

limpid pewter
#

Yeah, i typed the message way too soon. Il redo this in the morning from scratch