#⛰️┃terrain-3d

1 messages · Page 8 of 1

tepid mantle
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I think it applies Unity lit otherwise

thin hearth
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The terrain detail system has no support for LOD.

tepid mantle
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Oh yeah, even says it right there in the pic lol.

limpid pewter
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Yeah i was pretty sure about that, but someone said i should ask you guys here

tepid mantle
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I know it's made for the speed-tree stuff, so I'm going to assume it probably doesnt work out as expected

thin hearth
graceful sequoia
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So, I've been trying to figure out how to increase brush sizes for scene editing beyond their in app max of 128 (like for raise / lower), and I've just completely hit a brick wall. I'm working on a massive 60 x 60km landmass, and applying textures of any kind across that large of an area is just super tedious within the current limitations.
I'm not a programmer, coder or scripter, I've no clue how, or even if this is possible within the scope of things. I'm using Unity 6, of note.

sand karma
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So one for the road and two separate ones for the sidewalks? Thinkge

thin hearth
graceful sequoia
thin hearth
graceful sequoia
thin hearth
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This is at least a few years old

graceful sequoia
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I'm new to Unity, and really any 3d programs and digital art in general, and I'm old, trying to teach myself a new skill from scratch here to pass the time.
I really appreciate the help.

meager linden
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It says renderer component missing on any of the grass assets i try to use

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Another thing to is why cant i use grass texture

thin hearth
meager linden
thin hearth
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You don't want this one 😉

meager linden
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So i ill go with option 2

dapper shell
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any time i bring a model in from blender as an fbx it becomes non corporreal

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i cant add a box collider because then i can twalk through the doorways i made in blender

tight salmon
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Working on my first terrain for my little game and was just going to use low poly assets but they're all just importing as pink. No idea how to fix that.

gaunt cedar
tight salmon
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i figured it out. I was on the HDRP. The page did say it was compatiable with it but wouldn't work still. Swapped over to the built in redner pipeline and they all work now. Not sure what was going tbh.

winter minnow
tight salmon
desert rock
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One of the laid off people from unity that worked on the (hopefully not cancelled) world building system, posted this video showing the work he has done on it, man...this system is insanely good I really hope its not going anywhere.
https://www.youtube.com/watch?v=bibvL5GSdwc

A quick run down of some of the things I did while at Unity. Most of the work I'm showing is from the new World Building tool that we were originally planning to ship before most of the team were laid off or moved onto other projects.

Detail breakdown:

Unite Volcano shot
I created this scene for the Unity Unite Conference in Oct 2024 in just u...

▶ Play video
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this video is showcasing more of the capabilities of the new system

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some that we didnt see in the unite conference

graceful sequoia
desert rock
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damn, probably was not allowed to showcase that

graceful sequoia
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Anyone know of some good tutorial playlists that keep each tutorial item contained (no call-backs to prior videos), and easy to understand for someone with no real modeling or 3d tool experience? (and really bad adhd)
Or otherwise, anyone exceptionally bored or helpful that's willing to personally guide a newb through some U6 stuff? :p
I've got a decently sized landmass that I'd like to start applying terrain textures to, and trying to figure out some stuff with it – a lot of things, really, hence not just posting em.

solar swan
thin hearth
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Nah, the asset store stuff is really jank because the underlying terrain engine is simply terrible. At best, it works with some caveats. But it'll never be performant or good looking, nor will the workflow be as good as it should be.

It's closed source, so it can't be modified, and it can't be reimplemented properly because Unity doesn't expose PhysX heightfield colliders.

abstract lily
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Hello sorry to bother is anyone free for anyhelp?

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im new to unity 3D mapping and its actually really hard ha, Im currently trying to add trees into my map but no matter what there pink

coral cliff
tepid mantle
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Tried smooth height and notta

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I could probably do something in the shader but just wondering

graceful sequoia
# tepid mantle https://i.imgur.com/JqcqpUC.jpeg What are some ways to fix the hard edges here? ...

Are you talking about the waterline or the edges of the dirt path looking part?
Adding some brush scatter could make the path look less straight and even as you paint it on.
The water, at least to me, looks just non-uniform enough to be somewhat realistic. Any more straight and it'd take on a more cartoony style, unless that's what you're going for.

Funny enough, I'm still trying to figure out how to paint on those textures myself, can only find how to apply to an entire layer so far. But, I figured out the scatter thing when building up my landmass itself at least.

If it's something else entirely, sorry, I wish I could help, I'm new af here myself, but your message was an hour ago when I saw it, I hope it's any help.

graceful sequoia
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Idk, if any of what I'm suggesting will help, but yeah. Just trying to share what little I know heh.

tepid mantle
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Shifting does actually smooth it out a bit more but it's still pretty rigid. I'm thinking doing some hard edge detection in the shader and maybe softening the up and maybe an outline will maybe make it seem somewhat more presentable
https://i.imgur.com/yk5jdPW.jpeg
Hmm, still kinda meh. Tried playing around with settings too

signal quail
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hello, do you know how to make the edges more softened and not raw like currently?

tepid mantle
graceful sequoia
signal quail
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Ok thanks is anyone how to put ground on the tunnel and not go through it

graceful sequoia
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The bridge tool is Sculpt > Bridge

signal quail
signal quail
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I don't know why it still goes in the middle of the tunnel when I don't want it to go to the TOP

graceful sequoia
# signal quail cant you help me for this ?

Unfortunately, I'm still too new to offer much beyond "Try this until someone that knows better shows up to answer. Be willing to Ctrl+Z if that doesn't work."
My only other suggestion would be to perhaps use the hole tool: Make your mound over and through the tunnel, then cut the hole back out with the hole tool.
Not a perfect solution, and may not work how you want it to either, but it's the only one that I personally can think of.

graceful sequoia
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Np, wish I could offer more, just figure trying a few things while waiting for better couldn't hurt.

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That approach has helped me a lot. :)

thin hearth
thin hearth
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Can be a bit finicky Probably need to use some meshes to cover up the edges of the hole, but it works

signal quail
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no have "hole"

coral cliff
limpid pewter
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I found out that enabling Height based painting works fine. Is this a standard method ?

solar swan
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Precise texture splatting is not typically something that you would do with terrains, while the splats are accurate, they are not supposed to be used to make tile accurate effects. You are expected to always blend splats over multiple pixels. With a custom shader you could however change that and make up something that looks more precise

signal quail
lucid trench
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Pretty consistently, I'm getting the following error when adding trees to a terrain:

lime thunder
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How do I keep my material from shining? The smoothness and metallic are set to 0

tepid mantle
tepid mantle
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What I find odd too is that decreasing the heightmap resolution does somewhat smooth the edges out a lot more too

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it's like maybe I need some filtering applied to the map

tepid mantle
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Seems like painting with the max heightmap does help a bit after redoing, and I think I got the idea of the heightsmooth tool. I thought it kinda blended between multiple heights, but seems to require to start near the edge and drag it in the direction

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There is also that terrain slope tool which I should probably grab

thin hearth
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The "pixel error" setting affects the density of the terrain mesh

tepid mantle
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Maybe it's just ortho projection but it's so pixely

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yeah and I got pixel error at 1

signal quail
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I still can't make a HOLE in a tunnel, it's still incredible! if I make a hole the whole top comes off

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if anyone has the solution i would like it

rigid junco
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It uses a heightmap so it is "2D" in a sense

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You can't have overhangs, tunnels etc.

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You'd need to make a separate mesh that goes over the tunnel, or use some other terrain asset

thin hearth
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I managed just fine here

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Literally just this

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Don't make a hole on the top, make a hole in the front where the entrance is. Then make some props to clean it up because it's pretty imprecise

signal quail
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for the other problem it's not serious I abandoned the idea of ​​the tunnel x) can you tell me how to make the edges softened and not raw?

thin hearth
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Fair warning though, this can cost a lot of memory so if you have multiple terrains probably stick to 2048 at most 😅

mystic terrace
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noob in unity here why does my scene have this blue shade all over it?

pliant bough
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Ambient light

thin hearth
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Not really a terrain question, but depending on the rendering pipeline you chose, the settings are either on the environment volume (for HDRP) or in the lighting window (for the other two)

signal quail
lime thunder
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help.. please?

mystic terrace
thin hearth
thin hearth
opaque jasper
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I have sliced the png images to use them for terrain but they look like this when added:

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any idea why and how could i fix this?

worthy quest
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Hello
How can I resize a terrain without stretching the heigh and splat maps?

heavy charm
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guys why my grass fade out too quickly i want to fade out with far more distace in viewport

thin hearth
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The easy way is to just add more terrains. The hard way is to write a script for it. Which I don't recommend because the terrain API is insane and will make you pull your hair out 🙂

thin hearth
worthy quest
thin hearth
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Yeah if you install the terrain tools package that should work automatically

worthy quest
thin hearth
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I don't know any tools to help with that

heavy charm
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also

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i am using a custom shader why my grass which i set the material with gpu instancing nnot usig dynnamic butching ??

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someone can answear my question ??

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and also why my cpu usage is so hight its only rendering

tepid mantle
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dynamic batching would be disabled with instancing

tepid mantle
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Speaking of instancing:

Binding size (630784) of [Buffer "UniformBuffer 80"] is larger than the maximum uniform buffer binding size (65536).
 - While validating entries[2] as a Buffer.
Expected entry layout: {type: BufferBindingType::Uniform, minBindingSize: 0, hasDynamicOffset: 0}
 - While validating [BindGroupDescriptor] against [BindGroupLayout (unlabeled)]
 - While calling [Device].CreateBindGroup([BindGroupDescriptor]).```
Running into this problem when painting detailed meshes with WebGPU. The interesting thing is that it works fine on WebGL, so it seems to backwards for it to create problems for its successor lol
tepid mantle
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bleh, i hate beta testing

rocky folio
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Hi all. I'm asking here even tho the goal is to achieve this without terrain
How does unity terrain trees sway? I don't use terrain, i'll be modelling my own trees, and i'd like to use windzone
What kinda setup do i need to do to make my tree sway with windzone?

solar swan
candid python
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What can I do to bring down performance cost here, I am looking into getting rid of wind as I don't use it. But why do trees take of 18.2% of the work!

candid python
solar swan
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so you could try making them countable 😉

candid python
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That's a good suggestions lol, I'll see if I can bring them down. Do you have any recommendations on better ways to make a forest other then spamming a bunch of terrain trees?

solar swan
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you could always buy a GPU foliage instanced rendering asset and render 100k trees no problem

candid python
solar swan
candid python
solar swan
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you can pair that up with various other assets, you would still need a proper foliage and terrain shader that supports masks, seasons and various other effects. Maybe also look into "The Visual Engine", "Microsplat", "Microverse", "Better Lit Shader" and associated modules.

candid python
warm urchin
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hi there!

i was watching tutorials for adding grass and stuff like that in the terrain, however, i cant find the option for "edit details"> "add DEtail mesh"

Can anyone help me figure out how i can do this. thanks

(also i will next need help regarding this pink trees as well)

topaz palm
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im making a level for the first time, should each of the prefabs have a seperate collider or do i make bigger colliders for patches of tiles? not sure whats better for performance

frozen mauve
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For whatever reason, I opened up my project, tried to paint using Unity's built-in terrain system, and nothing appeared. Been tryin' to trouble-shoot this for the past few hours.

velvet radish
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Hello everyone! I coded a coustume script that generates my terrain and also gives it the given texture based on the height. And there always a section where it renders incorrectly or don’t even give it a texture.

novel monolith
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When I'm trying to paint the grass from a detailed mesh, it's spawning below the terrain not exactly on the terrain

zenith loom
frozen mauve
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For whatever reason when I texture paint it's low poly. This just started happening randomly

severe sphinx
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I'm really hoping a terrain wizard can help me solve this. I feel like it has such a simple solution. I've spent the past two hours trying to figure this out and have completely given up. I'm very new to unity and clearly not good at it.

Does anyone know why my grass is not sticking to the ground? What do I need to do to solve this?

severe sphinx
novel monolith
solar swan
thin hearth
severe sphinx
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@novel monolith @solar swan @thin hearth thanks for the responses, i will try to incorporate one of the fixes

finite moat
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hey guys does anyone know where i can find textures for my grass? i was going to use the default unity standard assets as thats what it seems like most people use online, but i cant seem to find it anywhere.

solar swan
thin hearth
# finite moat hey guys does anyone know where i can find textures for my grass? i was going t...

Elevate your workflow with the Unity Terrain - HDRP Demo Scene asset from Unity Technologies. Find this & other Environments options on the Unity Asset Store.

Elevate your workflow with the Terrain Sample Asset Pack asset from Unity Technologies. Find this & other Landscapes options on the Unity Asset Store.

lone ridge
frozen mauve
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For whatever reason when I texture paint it's low poly. This just started happening randomly, and I've been trying to troubleshoot for the past week.

nimble cairn
minor merlin
solar swan
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there are some techniques for blending terrain and object shaders, you can find them via google (it ends up needing a separate draw call for these objects though)

limpid pewter
solar swan
limpid pewter
limpid pewter
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Sorry if im spamming questions today, this is my only free day in the week 🙂

solar swan
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make sure you're exporting them in the right coordinate space and size

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are these are made in blender?

limpid pewter
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Yes

solar swan
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if so, you need to change the up-direction on export

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unity is Y up, blender is Z up

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also one blender unit imports as something like 1 or 10 cm into unity, you can change all that in your export settings, there is also a scale-adjustment in the import settings in unity

limpid pewter
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Okay, thanks mate

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Also your blending mesh-terrain tip was really helpful, managed to get it working 🙂

worthy wind
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Can anyone tell me how to make the terrain inside the park better?

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Like more natural with more deformation on surface?

rose sentinel
# worthy wind Can anyone tell me how to make the terrain inside the park better?

Realistically speaking, parks like these usually have a pretty flat surface all around, but some subtle details like adding slightly higher terrain near edges like these might be worth exploring (I dont 100% know if it will improve the looks or not).
I would also tone down the motion blur by a lot, or more better turn it off, its pretty unpleasant when its this high

distant tapir
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i messed up big times 5 months ago and created a huge hole, does someone know how to fix it? (theres a well in the middle jayce_emote )

buoyant pecan
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WHy is it so hard to paint a tree :_: i get this error no valid mesh renderer altho both leafs and the tree have mesh renderers and filters i can place the tree manualy and everything works normally but in the paint trees it doenst let me ofc i tried a cuple of things but nothing seems to work

solar swan
buoyant pecan
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ill try it thanks

tacit ibex
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How to fix floating trees

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It's lowkey throwing my entire assessment

solar swan
# tacit ibex How to fix floating trees

offset the position of the mesh in the prefab or modify the pivot in the source mesh. trees should always extend at least an amount equal to their trunk diameter below the surface to account for sloped terrain.

tacit ibex
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Just to make sure the prefab is where the tree is floating with nothing around it

azure veldt
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Hi, can someone please tell me either how to delete splatmaps and/or how to completely delete a terrain, thanks

azure veldt
solar swan
azure veldt
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my problem is, I have 5 splatmaps, I added a new texture and painted with it now I have over 100MB in the terrain file

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and cant see how to reset it back to one splatmap

solar swan
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if the terrain has 5 layers you have 2 splat maps, if they are too large you can reduce their resolution in the terrain settings

azure veldt
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I dont really want to reduce the resolution, I have 5 splatmaps

solar swan
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you can't have 5 splatmaps

azure veldt
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wana see a screenshot?

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I have to reload the old project because I just deleted the terrain

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theres 4 after restart

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each splatmap is 21M so I need to reduce somehow

solar swan
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if you remove the layers from the terrain you'll have fewer splat maps, every 4 layers/textures, you get 1 splat

azure veldt
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I think this happened because I kept painting, then adding a new texture and painted more then added new texture and painted, and it seemed to add a new splatmap each time I added to the terrain textures

solar swan
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if you make a terrain > 2k, nobody can help you anyway

azure veldt
solar swan
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in the "paint terrain" panel you see the layers, remove them

azure veldt
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but doesnt that remove my textures?

solar swan
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yes, obviously

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if you want 16 layers you'll have 4 splats

azure veldt
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are you sating I am using too many terrain texrtures?

solar swan
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definitely

azure veldt
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I see

solar swan
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what resolution does your heightmap have?

azure veldt
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yes I have 16 textures

solar swan
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what render pipeline?

azure veldt
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2048 I believe

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Unity Built in

solar swan
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you may want to consider getting microsplat if you have that many layers

azure veldt
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well now that I know how critical the number of textures is, I will reduce that significantly

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I dont know what microsplat is

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but I can google it

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you think thats a solution?

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and is 2048 overkill?

solar swan
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2k is fine, if you need more, make additional terrains

azure veldt
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when you say 2k, do you mean 2048?

solar swan
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microsplat may improve performance, depends on project specifics whether it matters

azure veldt
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ok Ill check it out, thanks so much for your advice

solar swan
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issue with 16 layers is that they are all sampled, even if blank, microsplat fixes that

azure veldt
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to be honest I dont need 16 layers, I just added them to see how it looks and I dont even use some of them, I can easilly drop it to 8

coral remnant
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how do I make 2d tile textures take more space that the space they take up on the grid?

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like to have it overflowing of sorts

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if someone can help me, ping me please

candid python
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Had a message before that I deleted, it turns out trees as gameobjects isn't way to more performance heavy then trees on terrain. Difference is I'm able to make them not use the SRP batcher and us GPU instancing on the imposters (drasticallg reduces batches in stats)

candid python
novel glade
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How i can make this slope down smoothly so i can put a road on it but still make it look like a mountainous area?

plush crypt
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can anyone tell me how to remove this ugly edge of grass texture?

solar swan
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Can you show the prefab hierarchy and collider settings?

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can you show the transform too please

#

your collider is tiny

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what specifically didn't work?

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have you checked the layers and collison matrix?

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we'll from what you're showing it looks like your tree prefab is not set up correctly for use as a terrain tree, maybe try setting it up in the recommended way

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scale = 1, no offset, all renderers under the LOD group, no renderer on the root

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then your terrain settings might be broken

plush crypt
solar swan
ocean wadi
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I am trying to figure our terrain for the first time and I so far have made planes and modified them using Perlin noise. I want to add paths onto the terrain to give direction on where to go. Probably some predefined points to objects that spawn in but the paths are random. What kind of options do I have?

Looking things up gave a bunch of examples but not much on how to actually get started on anything...

solar swan
plush crypt
tall crypt
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so after some researching I learned a way to make your ground texture look better is to rotate the tiles. I've been trying to figure out how to do this in Unity but keep getting search results for other programs. can someone point me in the right direction?

tall crypt
# tall crypt so after some researching I learned a way to make your ground texture look bette...

Finally found a Reddit thread that seems to have an answer.

To diversify the ground texture on Unity terrain I would first have to create a shader graph to do so. But I can't use shader graphs on Unitys terrain, so I would have to disable draw mesh instanced, which would then make it so it doesn't line up with my neighboring terrains. Agh. Might be a lost cause and need to just create a bunch more custom ground textures and diversify it a bit that way

rancid barn
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trying to add grass model to my terrain, the mesh renderer is attached to the child of an empty parent, does the mesh renderer need to be attached to the parent?

winter minnow
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If you're able to cover large terrain areas with details like rocks, trees, grass, buildings and modeled terrain features, there are few areas where repeating can stick out

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Unity Terrain gives you layer painting which helps a lot, and that's something you likely want even with the fancier non-tiling texture mappings

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What helps the most is authoring the terrain textures while previewing them as tiled, so you can quickly notice repeating patterns and simply iron them out

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A well visually balanced texture will not look harsh, even if the repetition is not particularly hidden

tall crypt
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before it was like this:

winter minnow
solar swan
# tall crypt Finally found a Reddit thread that seems to have an answer. To diversify the gr...

you may want to have a look at the "microsplat" asset which as various modules for anti-tiling, including a stochastic sampler that removes tiling entirely at the cost of x6 the texture samples. The technique is described here: https://medium.com/@jasonbooth_86226/stochastic-texturing-3c2e58d76a14

Medium

Back in 2019, Erik Heitz and Thomas Deliot release a wonderful paper along with a Unity implementation of an anti-tiling technique called…

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the most common (and easiest) anti-tiling techniques are a) resampling and overlaying the texture at a lower uv scale and b) blending in various noise variations

tall crypt
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Yeah since shaders on terrain is a bit above my wheelhouse for now I think I opted to make it look less tiled with variance in terrain colors/textures at different tiling amounts, I also want to add more things to nature (like bigger rocks or maybe the occasional snake in the grass) which I think should distract the average player enough to not notice

drifting vector
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is it possible to make cloud props move in the sky by connecting particles to them?

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or am i just dumb

winter minnow
drifting vector
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i found it out

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sorry

finite moat
winter minnow
finite moat
winter minnow
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What happens when you crank up the opacity of your grass detail brush to the max and try painting

scenic garnet
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How to import fbx files

small lintel
winter minnow
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Unity's PolyBrush can also paint prefabs
Terrain grass and trees are not prefabs though, they're instanced meshes so they don't need to exist as individual gameobjects and take up resources

distant tapir
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i messed up big times 5 months ago and created a huge hole, does someone know how to fix it?

tall crypt
minor salmon
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Hi everyone, i wonder if anybody could help me. I am trying to create a really simple platformer to learn more about unity 2D. I was wondering if you have to place hitboxes for the ground and platforms with a tilemap collider or if is better to create colliders and place them with you hand (for platforms like create prefabs)

jovial vigil
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I'm having trouble with the collider on the terrain I exported from Blender to Unity. The terrain is quite large, and I need a solution for adding an efficient collider without affecting performance. I’m currently using a Mesh Collider, but I'm concerned about performance issues, especially on mobile devices. Can anyone suggest a better approach or any tips for optimizing the collider for large terrain in Unity?

minor salmon
gaunt needle
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i kinda wanna make a mountain like a gigantic mountain with curvy roads but all of the mountains i found were like not smt i can build roads off or they were just very expensive so should i make the terrain in belnder first and then put it into unity or make it in unity

dusk fern
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Does anyone know if it is problematic to have more than one terain combined?

I would like to avoid mixing the natural ground of the trail with the bush.

candid python
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Any recommendations for getting batches down on terrain? Hoping not to spend a lot of money on an asset

candid python
tight stirrup
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can anyone explain how to paint a new layer on top of terrain in unity's terrain editor when the default material uses a gradient shader? see picture for reference. i dont want to lose the gradient, i want to paint grass texture on top of it (grass texture being texture applied to the terrain, not a billboarded grass or 3d model):

pliant tangle
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Hi there! Anyone has an idea how to fix this while paiting terrain please? Thanks.

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It only happens with Rock texure btw

sour glade
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Is there a way to disable shadow receiving on terrain? I see an option to disable shadow casting

sour glade
somber trellis
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How do I use terrain?

buoyant pecan
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Hi is there a way i can mass place trees but not place all the trees i have added just the one i select (cuz i already placed some trees and i dont want to place more of them just the one i select but when i mass place it places every tree i added in the ispector)?

tight stirrup
solar swan
winter minnow
sour glade
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As well as the float 4s _Splat0_ST - _Splat3_ST for the tiling(xy) and offset(zw)

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The terrain script will just feed those textures off your terrain data

stone flame
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Hi, how to have any displacement with mask maps on terrain layers?

solar swan
stone flame
solar swan
# stone flame done. Hope that makes more sense.

you need a different terrain shader, the built in one does not support tesselation, POM, vertex or pixel displacement. You could look into microsplat (asset) for that purpose. Others have recently published terrain shaders also, they might work for you too. You can also DIY such a shader, but that requires you to dive into undocumented APIs.

slender glen
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Is it possible to select a tree placed on the terrain? I want to rotate a specific tree - or will I need to remove it and add it normally (non-terrain wise)

solar swan
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Its also not trivial to figure out whether you've hit a tree or the terrain from a raycast against a generic terrain collider.

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Best approach would be to use a custom terrain details/tree renderer that supports indirect drawing of actual prefab-trees that are placed on the terrain while keeping their physics body also in the scene.

slender glen
opaque quest
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where do i find edit terrain layer

opaque quest
#

any fix for these they are pink for some reason

dense gazelle
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Hello, does anyone know how to fix this, mesh renderer problem? I can't seem to terrain foilage.

winter minnow
dense vector
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I have a few rock models, and i am using the detail mesh on a terrain. but, i see that the rocks are often generated at a distance from my brush (a significant distance). is it some kind of issue with the mesh itself, or some kind of noise based randomisation? would really appreciate help thanks

dense gazelle
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Ok, so it's suppose to be a 1 file, mesh, then it will foilage around after it's set?

dense gazelle
#

Is it imported right...? From Blender? Exporting it would have to be a certain file to start the mesh problem solvent?

thin hearth
winter minnow
thin hearth
#

Nope

#

I've got the trunk, canopy and branches all separate in some of my trees

winter minnow
thin hearth
#

Same as the above, just has an LOD group

winter minnow
#

Feels more like a hack than something intended
Terrain uses GPU instancing for detail rendering for performance reasons, which can only function with identical meshes

thin hearth
#

That's for details. The above is a tree

#

Which uses 0 instancing and needs a custom renderer if you want shippable performance

winter minnow
#

Quite strange
Even if the warning in the console above says the tree should be one mesh to be instanced

thin hearth
#

Yeah if you don't have an LOD group it'll use the legacy renderer

winter minnow
#

That sounds preferable if we don't have actual lod models in this case

#

I wonder why each lod group would not be instanced together

#

Combining multi-mesh objects into one mesh and sharing materials across each part is good practice in basically any situation though

thin hearth
#

I think even Speedtree exports them as three materials

pseudo stream
solar swan
# pseudo stream How exactly can we make it look more precise using a custom shader If you have s...

depends on what exactly you need, in most cases its an issue of resolution, and (video game) terrain is a performance optimization technique that is specific in its idea of what is commonly needed to eliminate as much data as possible to improve display performance, as such, splat precision was generally reduced in favour of adding in details on top of these lower resolution spat-maps... if you for example want to make a road, you will have trouble placing and delineating it with any kind of workable accuracy, so typically, when making roads, the details are added as meshes or decals that provide the specific precision for the specific problem (roads). The same goes with details like rock outcroppings, caves or break-off edges, hollows and any kind of terrain that has traces of 'human' modification, like excavation sites, tracks, explosion craters etc.

bronze tangle
#

I'm getting this diamond pattern on my terrain material. I wanted to use a custom shader-graph shader so I could eventually modify colors by height, but without changing anything and just adding a base color I'm getting this. Any ideas on how to smooth these out? Adding more resolution to the terrain mesh itself isnt an option.

solar swan
bronze tangle
solar swan
winter minnow
analog moth
#

How do I carry over all my layers, details and trees when creating neighboring terrains?

solar swan
analog moth
solar swan
mellow plover
#

hey guys, I'm making a flight simulation and wanted to get some feedback on terrain texturing techniques

#

I'm not quite hitting the level of detail I want to replicate (something like satellite imagery level of quality from higher altitudes)

#

in particular I think it kinda looks half-assed as soon as I start transitioning from one texture to another - just using the unity terrain painting tools with brush filters, etc.

#

does anybody have any feedback or experience with something similar?

solar swan
mellow plover
solar swan
mellow plover
solar swan
#

your main issue with "flight sim" terrain in unity is that the terrains can't really scale far enough to have meaningful detail close to the ground and be large enough to fly over (regarding the height map / splat map)

mellow plover
#

will be a mission-based game, so each map is about 80x80km made of 9 tiles - it's sufficient for my purposes but yeah if you go full like MSFS or something you'll run into problems

#

I actually think it looks okay close to the ground, especially once trees are in

solar swan
#

it doesn't matter how large it is in km, only the total resolution matters

#

if you don't want to spawn a lot of detail objects, you can actually do pretty decent streaming (by putting each tile into a separate scene)

mellow plover
#

I'm not sure if I need to do streaming for the size of the map, but figuring out how to render forests was tough

#

the biggest limitation up close is the splatmap resolution as you said

solar swan
#

what resolution do your tiles have?

mellow plover
#

you can see the individual pixels when two textures transition

mellow plover
solar swan
#

that would be 1024 px, so in your case, 26m per pixel

#

memory wise thats totally fine

mellow plover
#

I think the takeaway here is that the close-up/low altitude stuff is okay, I can increase tile resolution if I want to get rid of the pixellation in the splatmapping

#

but the high altitude depiction needs work to match that kind of aerial photograph imagery - some kind of more realistic mix of colors or something

solar swan
mellow plover
#

yeah I agree that it'll be almost impossible to replicate a 100% realistic satellite/aerial image by hand - I do want some kind of stylized 'cinematic' realism however and that will involve some sort of color/distribution improvement at high altitudes

glass galleon
#

is there a way to rotate a speedtree mesh? im trying to paint them onto the terrain but they are all sideways and my subscription has ran out so id rather do it in unity

finite moat
ashen rover
#

Help pls, for some reason I cannot see the bruhs in the Unity Terrain! It worked fine few days ago, but now it's like this! I cannot edit the terrain, even if I try to use ANY tool, it just makes my terrain reset to default height!

hollow cypress
#

i was painting grass and used shift + click to delete some, now whenever i click to try and paint, it deletes grass, how do i get it back to normal so i can paint grass again?

dusk fern
#

Has anyone ever had the problem where on completely flat terrain the character collided as if there was an object?

crude warren
dusk fern
#

Any idea what is it?

#

Tried clear like a tree or grass, but no effects.

crude warren
dusk fern
#

No one?

half trench
dusk fern
tepid valve
#

I'm working on a topdown 3d dungeon crawler for school. How could i go best about terrain? Should i make the levels in blender and the just import them? Because i want very angular levels but i feel like terrain editing doesnt really allowed that

cerulean ingot
cerulean ingot
wide sigil
#

Hey guys! Does anyone know any cool HDRI's that are under water?

#

Cant find any anywhere

quaint vine
#

I have an error with the trees that is when I move away it is like in a blue color but not without texture, and I get several errors

crude warren
# quaint vine

Those are warnings. Also, try increasing billboard start in your terrain settings

quaint vine
crude warren
quaint vine
quaint vine
#

where you can set the viewing distance of the shadow of the trees, i.e., I want to see some shadows from far away, since the viewing distance is quite short and practically when I'm next to the shadow is generated

crude warren
thin hearth
crude warren
thin hearth
#

Yeah, the terrain system is from one of the earliest Unity versions. They never really did a proper overhaul of it, which is why it's so quirky.

crude warren
#

I thought they were relatively newer (within 10 years or so) but that makes sense because I noticed they aren’t as smooth as other unity components. Though one thing I wish they could add some sort of horizontal deformation to make caves and such rather than it being heightmap based only. Would be a good touch though idk how realistic it would be

thin hearth
#

We're getting an entirely new terrain system in 7

#

But still just heightmaps.

crude warren
#

Is there an estimated date for unity 7’s release?

thin hearth
#

I wouldn't expect it this year

cerulean ingot
#

Very welc

scenic acorn
crisp oasis
#

how to paint my terrain ppl

daring blade
#

Has anyone had an issue with the terrain toolbox where it removes the material, and even after reapplying it it gets removed when you play?

thin hearth
daring blade
daring blade
#

Upon closer inspection I can’t find the URP lit terrain material, so either it’s just not shown usually, or It was actually removed

#

I see the shader, but not the material, this all happened after using the terrain toolbox apply all on my terrain

proud parcel
#

Is there any way we can automaticaly place grass on the terrain according to the layer type? For example in UE we have the "LandscapeGrassOutput" parameter for terrain materials.

mellow plover
#

hey guys, trying to export splatmaps from my terrain to edit but doesn't seem like it's working particularly well - when I open it in paint.net the exported tga and png are transparent - I know the splatmap works with alpha but not quite sure I have it right

#

here's the exported png in unity, and then here's when I open it in paint

#

any ideas?

muted mauve
#

Is there a way to create low poly angular terrain instead of normal smooth terrain? Like ps1 style.

#

Also can terrain have a shader applied to it? Like a PSX shader.

winter minnow
muted mauve
#

TowaShrug Just trying to approximate it as close as I can while also taking a few shortcuts. A lot easier to just use the terrain system even if it isn't perfect than hand create ps1 style assets.

winter minnow
#

Terrain is purely a grid of polygons that's displaced vertically
Terrains in old games are more like rounded walls and floors

#

Terrain can use any shader, but only Terrain shaders support features like texture painting (and maybe tessellation), which you have to implement support for on your own

#

If you need them

muted mauve
muted mauve
#

Can you use FBX exporter to export a terrain?

winter minnow
craggy nova
#

how good culling works on terrain?

#

and is it fine to place a building as "tree"?

crude warren
# craggy nova how good culling works on terrain?

If you mean occlusion culling, it doesn’t work that well (at least from my experience). For me, it culled a terrain behind another terrain leading to a spot of visible emptiness. Also, only place the buildings as trees if they don’t need to be changed much, just as props

winter minnow
#

<@&502884371011731486>

unkempt vessel
#

Why does our terrain act like this?

crude warren
#

What is it supposed to act like?

unkempt vessel
#

the terrain literally shake the details

#

I hope you did not forgot to watch the video 🥹

crude warren
#

I watched it like 10 times now and still don’t know what you mean lol

unkempt vessel
#

Look at the game window and some portion of the terrain gets jumbled when the camera moves

#

it also happens in the scene camera while I move in the editor scene

#

this is the terrain settings if it helps

crude warren
#

Try lowering pixel error in your graphics settings

unkempt vessel
#

nice shoot! thanks

#

even at 2, it causes the problem, I hope making it 1 wont damage the performance or whatever

#

thanks again! I've been smoothing this terain for half an hour and cant figure what's going on

crude warren
#

Performance shouldn’t be an issue with pixel error unless your terrain is really big. Yours seems smaller so there shouldn’t be many drawcalls rendering your terrain details

sacred robin
#

Hello i need help

#

When i select an asset in the project, it doesn't show up in the hierarcy, im using mass tree placing and need to add collider for those trees but since asset doesn't show up in the hierarcy all the inspector section is greyed out. It's in Unity 6, URP Project. I dont know if im writing this message to right channel so forgive me if its wrong one. Thanks.

#

I can only manually drag and drop the asset which is not i want.

solar swan
glacial coyote
#

I am using terrains for different scenes in my game and the game size went high. So how to decrease the game size?.

crude warren
#

There are also tools to convert terrains to meshes (though I haven’t tried any) which might also save some disk space

crude warren
# glacial coyote What is a master build.

Normally unity projects use a release build which builds your game using all the assets in the project, even unused. Master build only builds used and referenced assets and code. You can find the option in your build settings

#

Which basically excludes anything unused which reduces your project size

glacial coyote
#

Oh I never knew this.

scenic acorn
#

yall prefer to create terrains using a node-editor or a microverse-like flow

solar swan
scenic acorn
thin hearth
#

I just sculpt the whole thing

scenic acorn
#

Nvm found it

#

So nodes

solar swan
# scenic acorn So nodes

I would say both (nodes and layers) depending on what achieves the desired end result more easily in the particular step of the workflow.

scenic acorn
solar swan
#

What needs does the design have in regard to terrain?

scenic acorn
#

I personally like nodes for the ability to structure it from scratch but stamping is more visual and noob-friendly

thin hearth
#

Yeah I don't think nodes are the way to go here

mellow plover
#

hey guys, I've done some more experimenting with splatmapping and generally figured out how to create a texture in paint.net with R, G, B and A(black?) colors then apply it to my terrain using the terrain tools pack

#

what I don't 100% get is why it imports at like a 'low' strength or it seems like the texture colors are not coming through as strong as they can be

#

the blobs are the colors that appear when I manually draw in the terrain layer using the brush, and you can see the detailed splatmap behind it is very 'green' or weighted towards the A channel which is my green grass blob

#

what's more, I tried to reexport the splatmap into a png to see what it looked like and my brush blocks came out transparent

#

is there a way to get a full-strength transfer from the splatmap png to the terrain?

scenic acorn
thin hearth
thin hearth
#

Photopea should work as well

#

Most editors handle alpha as transparency. That's not how these texture maps work.

mellow plover
#

I see

#

I'll dig into channel packing and what that entails

scenic acorn
thin hearth
mellow plover
#

it basically looks like you can turn different colors into grey scale images

thin hearth
#

This is typically red, green, blue and transparency information but it can be anything. In the case of the splat map these contain the strength of different terrain materials. So they don't relate to actual colors

mellow plover
#

right

#

would it be as easy as unpacking my current splatmap into RGBA channels and then repacking them?

thin hearth
#

You can just open them and edit, in a proper editor

mellow plover
#

as in I should just be able to draw stuff in each channel and then pack it up later

#

what I want to be doing is grabbing certain color values off of real life images and putting them into the different color channels so that I can turn them into a splatmap with different terrain layers

#

it sounds like I'm not 100% grasping the concept so I'll set aside some time later to do some googling and see what comes up

#

thanks for pointing me in the right direction though!

#

i think the ultimate problem I'm facing atm is that I'm assuming full opaque (fully white in the channel) should indicate maximum strength

#

but it doesn't seem like it

thin hearth
#

It should

mellow plover
#

I think just from this quick tool I found it's inverted, other way around

#

I really got to get to sleep, but I'll try it with inverted values tomorrow

#

thanks for your help! I'll post back on the channel if it's still broken

thin hearth
#

The actual algorithm in the shader is something like

for(int i = 0; i < LAYER_COUNT; i++)
{
  albedo += layers[i] * weights[i];
}
#

Where weights is the splatmap and layers is the actual texture multiplied by some weird value.

(In short, I see no reason this should be inverted)

fair oxide
#

Does anyone have any ideas what I could be doing wrong? I am trying to use the paint tree tool and my trees and being painted sideways inside the terrain, the model used was made and exported from Blender as a .FBX

glacial verge
#

Hi,
i have this problem where one part of my terrain is just kinda metallic, and also it becomes more white when i go close to it???? idk how to explain, i attached some images for help
I was trying to make a custom terrain shader and i had to go to debug mode and assign diffrent material to Material Template, after messing around i swtitched it back to the default material (its the one on the screenshot) and like i said before, the surface became metallic. I would really appreciate some help cuz i dont want to delete this chunk of terrain since i spent some time detailing these mountains 🙏

EDIT: Fixed it by deleting some random layer file in shaders folder

bold ocean
#

Hi does anyone know how to pain a terrain in this case. I have terrain when I try to use brush all are read only. Creating new one does not help. When I try to choose texture via shortcut SHIFT + A it choose texture that is not even there

thin hearth
potent crest
#

Hi, what would be the best way to go about using pbr textures with the unity's terrain system?
My project is foss, so unless I'm mistaken, I can't just use microsplat, again, correct me if I am wrong.
I just need to be able to use the diff, norm, metal and rough maps, nothing else.
Thanks in advace!

potent crest
#

Ok, I just figured out that Unity's terrain system natively supports this.
However, the material I downloaded off of Polyhaven might not have the same order for the mask map.
How can I check whether it's correct or not?
Thanks in advance!

thin hearth
#

Metallic, for a rock, will be black. Since rocks are not made of metal. AO typically looks something like this:

potent crest
thin hearth
#

Smoothness can be roughness in which case you'd have to invert it

potent crest
frigid stag
#

how do I rotate terrain so the contents get flipped? Im rotating its y transform for example but the entire terrain tile rotates along some sort of pivot compared to the terrain itself being flipped essentially

crude warren
#

You might have to convert it into a mesh to have complete control over rotation

merry river
#

Hey, I have a Poly Haven texture and I want to use it in my terrain, but it doesn't look realistic at all. What am I doing wrong?

#

This is my terrain layer

brisk wolf
merry river
#

Also I got these 4 files but only could use 2 (diffuse & normal), where can I use the rest?

#

I could use them when I created a material, but I can't apply a material to a terrain

brisk wolf
brisk wolf
merry river
brisk wolf
brisk wolf
brisk wolf
merry river
brisk wolf
#

it doesnt really matter which is on top or bottom

merry river
brisk wolf
#

you dont set the opacity of a layer, you set the opacity of your brush

merry river
thin hearth
open creek
#

does anyone know how to use terrain in 2D game? I have to rotate the terrain 90 degree so it can work with my project

#

but it seems like the terrain doesn't allow rotation. What are the common solutions for this?

smoky ridge
#

Move the camera?

#

Or render texture. Capture the terrain the way you want it and render it onto another surface.

thin hearth
open creek
#

Like converting the terrain to mesh first, and then use the generated mesh

thin hearth
#

Yep

halcyon saffron
#

What are your thoughts about using Blender and creating the Terrain there compared to using the Unity's inbuilt terrain tool. I know the Blender method is also not perfect but the Unity terrain tool is slowly annoying me ahahah

crude warren
# halcyon saffron What are your thoughts about using Blender and creating the Terrain there compar...

each to their own. unity gives you more flexibility since you're working directly with the editor but you are also dealing with some constrains such as heightmap limitations with the terrain. using blender allows you to treat it as a mesh in unity which can be great but a lot more manual work with foliage and also kind of harder to separate logic for terrain and scripting. at least for me, a lot of times, I check if an object collides with a terrain collider specifically

analog scaffold
#

Im trying to fins a way I can have an oil slick form confined to the surface on a region of my terrain but also have a predefined envelope. I was goinf to try to make a mask in the terrain layers, but I cant seem to do that without affect the visual representation of the terrain. Is there another way I should be approaching this?

polar agate
#

is this normal

#

im using 'paint details' to paint a grass mesh over an area of 50x50 meters

winter minnow
# polar agate is this normal

Don't know about normal exactly but it's expected when each blade of grass is flat shaded geometry and the grass distance seems very high

dapper ruin
#

Is there a way to create a tunnel using Unity's default terrain system?

#

I wanna carve a tunnel through a mountain

foggy jacinth
#

you can google Unity Terrain Holes. you'd need to make a mesh tunnel though. AFAIK

#

there may be some third party assets that support directly making tunnels through mountains, such as Digger, but it is my understanding that with 'vanilla' Unity, you'd make terrain holes, and then make the actual tunnel with a Mesh/Meshes

#

@dapper ruin

dapper ruin
#

OK, got it. Also, I have a question regarding the Road Architect plugin if anyone here uses it

crisp notch
#

anyone know how to fix this

solar swan
crisp notch
#

@solar swan shaders not loading

#

they show up pink or like that

crude warren
nocturne chasm
#

if anyone knows about destructible terrain in 2D (Unity 6), can they tell me how i should implement Chunking in this

lusty pumice
#

So I cannot be certain but it seems like I am seeing the same Draw Mesh Instanced call over and over again in the Frame Debugger. Only one draw is shown in the image since multiple cannot be selected, but the properties of the draw call seem to be the same; the same number of Instances, same matrices, same shader, etc. And when I cycle between the majority of these draw calls I don't see any changes in the preview area, so it's as if it's just repeating the same draw call multiple times.

Am I right or just misunderstanding the situation? If am right, how do I correct this?

The shaders in question are vegetation related shaders from some 3rd party (I am just a freelancer on the project and inherited these shaders), being used on Unity Terrain grass/detail objects which have GPU Instancing enabled. These specific draw calls are part of the shadow cascade drawing; does that have something to do with it?

Any help/insight would be greatly appreciated! Thanks.

thin hearth
#

Because that'd make perfect sense catshrug

lusty pumice
# thin hearth Is it one per detail per cascade?

I don't believe so. Aren't different Cascades shown in separate parts of the viewer that shows the draw calls? Changing between these draw calls doesn't seem to change the viewer at all, unless it's a very small region of pixels I'm overlooking.

Also, I think different Cascades are listed under separate drop-downs, and these are all under the same drop-down.

rose sentinel
#

hello! I don't understand where to add my layer as a brush , and if i want to paint with other brush, what do i do, how do i change it?

#

i make a layer called ground which paints the gravel part. How do i add it as a brush?

thin hearth
rose sentinel
#

and if i create a "sand" layer, how do i switch to it

rose sentinel
#

i have seen it

thin hearth
#

Create a new terrain layer asset and assign your texture. Then do "add layer"

#

The new layer will appear in the list here and you can click it to select it for painting

rose sentinel
#

yes. I have normal map and seamless tex for the new layer. Just be patient

thin hearth
wind sky
#

Hey everyone!
Not sure where to ask this sort of question, but I need to create a look of a large world, while not adding any more terrain. My game takes place on a remote island, surrounded by ocean, and I want to make that ocean look vast and "infinite" while not increasing it's physical size?

Any visual trickery I can apply to the world (except for the fog)?

frigid stirrup
#

I've used a heightmap to create a 17x17km area of a place in New Zealand, and scaled it down in unity to 5x5km area, which I assume has created this type of effect in the terrain, is there a way to fix it all at once without the smooth tool? Or am I gonna have to use the tool across the whole map?

#

It's for a VRChat world, hence why it was scaled down.

cunning pilot
#

How y’all making high performance grass

crude warren
solar swan
thin hearth
lament rivet
#

why might my grey "Roadway" terrain layer be rendering as brown when applied to terrain?

lament rivet
#

I thought my brown road might be due to environment lighting, but that does not seem to be the case.

solar swan
thin hearth
lament rivet
#

I have nothing in my post processing stack
the light is actually slightly blue tinted
the fog is strongly colored, but does not start until much further out
ambient shadows are again slightly blue tinted
my color space is already set to linear

I even tried placing some other grey objects in the world at that position. They all looked fine, as expected.

Where should I be looking for a reflection source?

I do have a workaroud, using a much lighter texture for this one terrain terrain layer. I would much rather get to the bottom of why this one is working differently to everything else

#

in case anyone is having trouble seeing what my issue is here, maybe this will clarify it.

solar swan
# lament rivet in case anyone is having trouble seeing what my issue is here, maybe this will c...

There is no issue illustrated in your picture. If you want to illustrate a color problem you need to show a reference of what known colors should look like. You might want to show your scene hierarchy, settings of any light objects in the scene, scene lighting & fog settings, global and local post processing volumes, renderer and pipeline asset settings, camera settings and quality settings. If present any terrain shader and layer settings + texture import settings.

#

Any of the above can affect color rendition. But the likely cause of color issues is in post processing, gamma, ambient lighting and light colors.

#

fwiw there are also optical illusions involved when judging whether a color is similar/dissimilar to a reference.

tardy lark
#

what could be the reason my grass is spawning under the terrain slighty instead of exactly at the surface

#

it is much smaller because of that. when i put the prefab onto the terrain it is ok but when painting (tree mode) it does not have the full y size

crude warren
tardy lark
#

but in blender the pivot point is at the bottom already.

crude warren
#

But are they in unity?

tardy lark
#

nope

#

let me see you are actually right. at least i know the problem now.

#

ty mate

#

you helped me on that

crude warren
#

NP, you can also offset the mesh without even touching the pivot and move it towards it too, just an alternative to that

signal finch
#

Morning

#

anyone had an issue painting layers where everything you paint turns a bright white? I suspect it's a to many layers or textures issue but not sure how it is exactly doing this

marble rain
#

can someone tell me why all of my trees are coming up pink when they are placed

grizzled frigate
#

I made a rough setup of how my terrain should be, how do I smooth it out? the smooth tool makes it look weird an ddoesnt remove the bulky look

#

Do I have to do it manually?

merry river
#

👋

#

I want to use a tree from Polyhaven, and it seems like I have to have a prefab of the tree I wanna use. Which one should I download to be able to get a prefab of the tree I want to use?

thin hearth
#

glTF and USD are both supported with additional packages but kinda limited

solar swan
plush orchid
#

how come mine looks like it has been smoothen out?

#

while the stampIT asset demo i saw looks so realistic with all the texture and depth it got

solar swan
#

The stampIT demo shows a 4K stamp on a 4K terrain

plush orchid
solar swan
plush orchid
#

okayy

merry river
# thin hearth FBX works best in Unity

I tried importing the model but it didn't have the leaves which the pictures show that the model had it. Did I somehow import it wrong or does the model just not have it?

#

And this is the result that I got

solar swan
merry river
#

I don't see anything wrong

solar swan
merry river
solar swan
merry river
solar swan
#

the base map needs an alpha channel

#

not a spearate texture

#

also check if the model even has leaf meshes by turning on wireframe mode

merry river
solar swan
#

typically if it has leaf meshes you should see them when rendering with a basic material

merry river
#

Seems like it doesn't have leaf meshes

solar swan
#

also you cannot expect anything from something you "just imported that was made by someone else"

merry river
#

I imported the FBX file in Blender and only these two appeared, so I assume it doesn't have any leaf mesh?

solar swan
merry river
solar swan
#

did you check in some kind of debug mode? no material applied and showing wireframe?

#

judging from the download options on that site, you need to assemble the correct textures yourself, i would not expect it to have a proper basemap and mask map for use in unity just from the looks.

amber valve
#

Hey new to Making games, Have experience with enviroment making in other games but usally use angles and such and math to color terrain properly. Any videos or tutorials on painting terrain using maybe EDEN or some of the terrain color programs. I cant find any for some reason.

summer jewel
#

Hey, is there a way for me to fix up my collisions for my driving course? I currently made a rainbow road style map, although the collisions is pretty much wrapped round the entire course instead of having it on the course. Any suggestions on how I can sort this out?

gaunt hemlock
#

I'm trying to make my camera view farther distance within the terrain but for some reasons I couldn't edit the value of the clipping planes, how can I fix this or how can I edit it?

merry river
#

👋

#

I have a simple terrain like this. I want to make it so that my terrain seems endless. How can I do that?

#

Do I just have to create a very long terrain?

thin hearth
#

Seeing some strange discrepancy between the detail distance in builds vs the editor

#

Ah, I see. I'm an idiot 🙂
The code is wrapped in #if UNITY_EDITOR

coral cliff
grizzled frigate
#

why are these white and gray spots apear?

#

Am using terrain tools and made my own terrain layers from sprites

winter minnow
grizzled frigate
#

I adjusted it an unholly amount of times to try to remove it but sure

#

Wait i gotta boot up my pc

winter minnow
grizzled frigate
#

a fuk wait

grizzled frigate
winter minnow
#

And set all normal scales to 1

#

Those texture fields are for normal maps and mask maps as the name implies, assigning color textures into them will result in totally incorrect values

glass shell
#

I want to add a bridge or something that would go under the road to look like its not floating and supported by something would be cool so its like a raised road properly not hovering in air.

#

any ideas appreciated

winter minnow
crude warren
glass shell
crude warren
glass shell
crude warren
glass shell
#

yeah same im still learning unity so im trying to stay on this for awhile untill i want to make some better models and stuff then ill go learn blender

glass shell
#

possibly could put it on the store if its worth anything, looks cool to just fake the physics lol rather than floating

glass shell
#

so far its working well! maybe my first asset? hmm

merry river
#

👋

#

My terrain textures seem too repetitive, what can I do to make it more natural looking and randomly placed?

#

This is the terrain layer that's first in the list

solar swan
dusk fern
#

Hi guys. I need to make holes in my terrain, but I'm bothered by the grid that appears.

Does it make sense to use 3D mesh instead of terrain or will I lose performance?

knotty moon
thin hearth
#

That said you can just cover up the grid

thin hearth
solar swan
storm urchin
#

does anyone know how to make spline meshes seamlesly connect?

thin hearth
#

Has nothing to do with terrain though

storm urchin
#

mb

#

didnt know what else for category it would fit in

#

thanks

polar jewel
#

Hello!

I just started a new terrain which is really big (about 10x10km).

Does anybody know how to make smooth texture, because the brush is really small but the texture is just really big brush

crude warren
polar jewel
crude warren
crude warren
polar jewel
#

i maxed them all(the warning pop up came up just now)

crude warren
polar jewel
#

okay, one of the problems is probably that the terrain is masssive

crude warren
polar jewel
#

i dont know about any shader, im just using the asset Real World Terrain and this material that is default:

crude warren
polar jewel
#

thank you, i will try splitting the terrain on 4 tiles

solar swan
#

A reasonable maximum is 4km split into 16 tiles with a 2k resolution each. Beyond that, you need to employ asset streaming, generative terrain or design trickery that minimizes data (like a custom shader that procedurally textures the terrain)

#

Such a 4km terrain with just 4 textures consumes 1GB of memory, extrapolating to 10km, even the most basic terrain would take up ~7GB

polar jewel
#

Ohh okay, thank you. i will try to size it down or something. I currently have the terrain (i think its 8x4 km) and 16 tiles

thin hearth
#

If you only care about PC you could probably get away with 50km² just fine

solar swan
#

everyone who is serious about their game being successful (not necessarily financially) would aim to fit it into 8 GB on low settings. Unfortunately terrain data cannot realistically have quality settings.

thin hearth
#

10 is total here. Including VRAM. Which means 16 gigs with integrated (Steam Deck), 8 with a graphics card (low-end PC). Or Xbox Series S.

thin hearth
solar swan
thin hearth
#

Yes

#

Tested and measured

#

You get a few more options for them if you set your inspector to debug mode. Such as being able to assign a mipmap limit group

solar swan
thin hearth
#

Nope. Also tested

cerulean jackal
#

Anyone know why my Tree Billboards are this horrible colour rather than looking like the actual prefabs? :/

thin hearth
cerulean jackal
# thin hearth How did you make the billboards?

They're just pre-generated by the Unity Terrain - I've tried updating the FBX model's material shaders to be Soft Occlusion as I was getting warning messages about that - And it looks like this now.... The billboard trees look great, but the actual prefabs are way smaller and purple. Classic 😛

thin hearth
#

Ah

#

You'll probably want to use "speedtree" trees, with the LOD system

#

You don't need to use actual SpeedTree assets for that.

#

That does mean you'll need to arrange the billboards yourself

cerulean jackal
#

SpeedTree?

thin hearth
#

Yeah, terrain trees have two modes. Legacy and SpeedTree. The latter is for the SpeedTree software but it just works with any prefab that uses LOD.

#

I think if you add a LOD group it automatically uses that

cerulean jackal
#

Interesting... I'm not seeing anything to dowith SpeedTree in the terrain settings?

thin hearth
#

Yeah I think it's automatic. Just need to setup your trees with a LOD group

cerulean jackal
#

Ah okay - Thank you mate. I'll look into how to do that. First time using Terrain here 😛

thin hearth
cerulean jackal
subtle bear
#

can i not get 8k resolution on unity's terrain ?

#

4k is still too smooth

solar swan
outer scarab
#

my trees that were placed with the paint trees tool never get colliders when I have "Enable tree Colliders" on. Basic cubes will just fall through the tree, is there some setting im missing? Im using a capsul as my player object, the collider is set right on my player. I've tried removing the collider from my tree prefabs to see if that was the issue and it didn't help. The terrain collider itself works fine, just the trees

#

and then when I do have mesh colliders on the prefabs i get a warning in the console saying "TerrainCollider: MeshCollider is not supported on terrain at the moment"

crude warren
outer scarab
crude warren
#

Considering you use hundreds of prefabs

outer scarab
#

I could test by spawning ~2000 trees in the air see how it goes

crude warren
#

If you must use a mesh collider for absolute realistic collisions then i’d do them by hand and completely cull the object (disable) if far away but I don’t see why you’d need to use mesh colliders (other than maybe for rocks which annoyed me one time lol)

winter minnow
wheat edge
#

I created a terrain using terrain tools and assigned a shader graph to it. It gave me this warning and terrain itself started flickering like crazy. Any ideas on potential fix? Couldn't find any tags for terrains within the shader graph

#

okay, fixed by turning off "Draw instanced"

merry river
#

👋

#

I want to place a lot of trees on my terrain but if I place a lot of them it completely freezes my editor. Can I somehow make it more optimized?

thin hearth
thin hearth
#

There’s a cheaper version too that might work for your use case

merry river
solar swan
merry river
solar swan
#

To get all the performance and features you typically expect from a nice terrain renderer, you are looking at $200-300… that would be terrain shader, foliage shader, impostor generator and instanced indirect renderer

thin hearth
#

And after that it’s still not good 🥳

thin hearth
# merry river What could I possibly do instead?

Learn how to do instanced rendering yourself. https://toqoz.fyi/thousands-of-meshes.html

green jetty
#

How do you make certain Terrain flat?

#

Say I make a hill and I’d like to make the top of it flat, how would I do that?

thin hearth
#

Finally, an easy and sensible question hype

thin hearth
green jetty
#

Ah it was as simple as that

#

Thank you

thin hearth
#

There's also "slope flatten" if you want it flat but not level

green jetty
#

That helps too

fickle falcon
#

how different is terrain "tree"s, compared to single mesh objects? Is it any worth in performance matters?

thin hearth
#

Best solution is to use GPU instancing, although collision is annoying with that.

fickle falcon
thin hearth
#

Well, you need a GameObject to use a collider, so you'd need to solve that part separately

fickle falcon
#

hmm, it sounds like it's only optimal when it is used for grass etc

thin hearth
#

It's still optimal for rendering since you're sending all the trees in one big batch

fickle falcon
#

better than nothing, thank you

lapis arch
#

please

#

does anyone know any good free tree packs

solar swan
green jetty
#

How do you make the set height go higher?

#

It seems to stop after a set height

thin hearth
green jetty
#

Dang

#

Thanks

#

I might be stuck then

neon sand
#

how can i get a hard edge in my terrain i know typically you dont want stretching of the quads, Im trying to create a berm with a raised section along the wall the other side of the wall is going to be at ground level.

solar swan
lapis arch
#

Can someone help me rq

#

how do i fix this pink thing

mild oyster
wheat edge
#

In terrain toolbox addon, is there a quick way to get around the Random tree rotation requiring LOD group. Or is there some other way I can apply random rotation to the trees?

thin hearth
wheat edge
thin hearth
#

If you don't use a LOD group it uses the old tree system, which was replaced in 2021

#

Only the new system supports rotations

wheat edge
#

alright, thanks

inland jetty
#

I have a custom terrain shader (it's working pretty well now!). I want to paint an extra texture to control how it looks, but I'm not sure how to go about this.

Ideally, I'll just plug in a texture asset and paint on it like I would to sculpt height/set textures on the terrain

#

I'm not sure how to do that

#

the plan is to use this to mark areas that should get wet first when it starts raining

#

I've used TerrainPaintUtility in the past to stamp patterns into terrain

#

but i'm pretty sure that's designed only to edit heightmap/splatmap/etc. textures, which are stored as part of the terrain data

undone glacier
#

How do people import custom meshes as terrain? Do they always use the terrain tool and use a height map or some similar method? I'm trying to import an fbx/mesh from Blender and use a mesh collider on it but that doesnt seem possible.

winter minnow
undone glacier
winter minnow
#

That'll exclude problems in your movement script

undone glacier
winter minnow
#

Terrain and other environmental meshes are usually so complex that there may be issues giving them mesh colliders especially if they must be non-convex

#

If it's convex, the space in the bend of the hill could be inside the collider and thus result in incorrect collision

#

For more than one reason I tend to slice mesh terrains into chunks with a script before exporting
That allows culling by chunk, and cheapens collisions by allowing physics engine to only consider the nearest chunks, and for the flat chunks to use convex mesh colliders

undone glacier
#

I’m wanting to have a custom gpu instanced shader on my terrain for grass and thought it would be easier to have a custom mesh as well. I know terrains can be particular about shaders.

winter minnow
undone glacier
thin hearth
#

That said, the instanced detail rendering HDRP terrain comes with by default is really fast

#

Faster than GPU instancer pro in my testing

#

The inefficient parts are terrain rendering (mostly the way splats are stored in memory) and tree rendering (which isn’t instanced). But every part can be toggled individually.

undone glacier
thin hearth
#

Oh, quest

#

Would stay away from terrain then 🙂

inland jetty
#

(actually, wait, is there even a "detail" texture?)

#

i only see Heightmap, Holes, and Texture in TerrainPaintUtility

thin hearth
#

No, I have no idea how details are stored but I don't think it's a texture

#

The API takes an int32[,] which is definitely not how it's internally stored

inland jetty
#

tangent, but thank god -- I was struggling to understand how unity uses the add pass for layers 5-8

#

i can just rewrite my shader to do all 8 splats at once

crude warren
#

not sure why this is happening on this terrain only (does this with any terrain layer in certain spots only, while in other areas it simply doesn't apply the layer at all). I want to guess it's corrupted but I do want to see if it could be because the terrain data asset has two splat textures it uses that I cannot remove. never ran into this issue before...

solar swan
inland jetty
#

It's trying to copy from outside of a texture

#

the texture itself is quite small

inland jetty
#

I guess I'd try running Assets > Reimport All

terse cove
#

guys why is my terrain not repeating itself? I have set it to multiple and yet it doesn't repeat itself, what have I done wrong?

terse cove
#

fixed

thin hearth
#

👆 texture set to clamp, for good measure

crude warren
#

@inland jetty @solar swan I think something was just wrong with that terrain asset. I copied the exact terrain settings to another terrain and it worked fine. Ended up just deleting that old one. I think it was an old asset I had got anyways

inland jetty
#

it looks like the terrain data thought a texture had size X, but it really had a size Y

#

mysterious

crude warren
ionic plinth
#

Hi all, I'm currently having a problem using the paint details tool with terrain, grass textures painted onto the terrain are affected by wind but detail meshes are not, could someone point me in the right direction to fix this?

inland jetty
#

What shader is being used by the detail objects?

inland jetty
gaunt hemlock
#

I need help with the terrain please :<. apparently the terrain is too small for the player to traverse, I don't know any way to increase the terrain's size. and what are you guy's workaround for players to not go too far? but if they reached the end of the terrain they will only see more terrain behind it but they won't be able to cross it.. I couldn't find anything on youtube about this.. really appreciate any help I could get

crude warren
# gaunt hemlock I need help with the terrain please :<. apparently the terrain is too small for ...

your terrain size options are in the terrain settings that is the button to the right of your selected one, which is the Paint Details. for a world border, i'd use an empty gameobject with a collider on it. if you are looking for something more graphical that indicates the world border when you collide with it, i'd look into decal shaders that interact with the player and the actual collider object

merry river
#

👋

#

This is how my grasses look in game

#

But from another POV, there are a lot of grasses placed as details that aren't shown

#

How can I see these grasses from this distance?

#

Changing detail distance doesn't seem to help

#

I'm using Grass C & D from Unity's Terrain Sample Assets

#

Detail distance over 80 doesn't change anything I think

merry river
#

They're somehow cutout after a certain point, could it somehow be related to fade distance?

solar swan
merry river
orchid marten
#

is tiling considered terrain? 😭

solar swan
orchid marten
#

Yeah where can I talk about 2d tilemaps?

orchid marten
#

Ok

mellow plover
#

hi guys

#

just sharing my progress with putting an ever increasing number of trees on my terrain

#

we're at like 150k individual 'trees' - each tree being a cluster of like 6 individual tree

#

it's still not reaching the level of coverage I'd like, which is like MSFS level

#

franky, I'm a bit baffled at how they do it - even using imposters on my tree clumps, I'm eating up a lot of gpu power

#

not to mention handling floating point offset and moving these trees around with the origiun

winter minnow
mellow plover
#

yeah its tough

#

I have a weird system where I place the trees on the terrain, then move them to gpu cache at runtime and delete them off the terrain

#

that way I don't need to handle the tree data in the terrain object/cpu side, but it's still quite crazy on gpu

thin hearth
solar swan
thin hearth
#

Keep in mind Flight Simulator isn't afraid to drop below 30FPS either

#

You may want to set a more reasonable target for your faster paced game.

thin hearth
thin hearth
#

Might want to look into the talk "Rendering Assassin's Creed Shadows"

mellow plover
#

I can't get to the profiler atm but believe last time I ran thr game with a 3090 150k meshes was a bit tough, but can't remember

mellow plover
#

I also got pointed to point cloud data in the amplify discord

#

Maybe worth digging into 😮

thin hearth
mellow plover
cedar basalt
#

someone can help with setting up my bakemesh

crude warren
copper nebula
#

What method would y'all recommend using to create a Runescape-like floor? Not sure what would make the most sense/be most efficient/easy to edit in the future.

solar swan
copper nebula
#

There's probably more that I'm not thinking of but that's the basics I need

solar swan
copper nebula
dense vector
#

hi guys, i'm using a height map to create terrain via the terrain toolbox. i've got heightmaps (several of varying quality) but they are not seamless i.e.e not parts of the same terrain. is it better to get a high quality heightmap, break into chunks and then create different terrain from those, or just have a sigle high quality terrain

solar swan
swift yew
#

hi, how do I make my grass color match with the terrain texture? i dont understand what is causing it to be so light

thin hearth
#

And adjust the color until it matches catshrug

swift yew
#

i have no grass model

#

im just using the default grass model thing

#

I switched to instanced mesh bc from looking online theres no way to really get proper control over the color

brittle jewel
#

anyone worked with large open world? If so then how you resolved large map navmesh?

#

im doing isometric game btw. As in 3D isometric terrain

solar swan
brittle jewel
#

as in open world like

#

deterministic sim

solar swan
#

this is all very relative

brittle jewel
#

getting chunked in some format

solar swan
#

unless you have numbers nobody can help you

brittle jewel
#

1440x1440 map

#

minimum

solar swan
#

1440 what? meters, nodes, pixels?

brittle jewel
#

nodes yeah

#

1440 kmsq

#

though i wont do strict node based system

#

might go more liberal on this

solar swan
#

what does that mean?

brittle jewel
#

as in i wont do strict grid based placement like traditional RTS

#

placement of objects will be more friendly

#

just like every other games out there

solar swan
#

how detailed is the navmesh supposed to be? whats the smalles object it needs to be able to detect?

brittle jewel
#

im thinking of streaming. Loading and unloading navmeshes

solar swan
brittle jewel
solar swan
brittle jewel
brittle jewel
brittle jewel
solar swan
#

i'm sorry but this too vague to really talk about

#

typically on a "large map" say 8x8 km with 0.5m accuracy you would do a runtime generated navmesh for local pathfinding (within a few hundred m of the player, where active NPCs are) and do some simplified point graph to do overland navigation (think roads as point graph and cross country paths via navmesh)

brittle jewel
#

what if i have multiple levels side to side?

solar swan
#

storing a detailed navmesh on a large map is a lot of data, usually makes everything overcomplicated, and is unnecessay in the first place

solar swan
brittle jewel
# solar swan don't know what that means

i mean as in, as player moves to the distance of new level. So you'll unload previous level/section of the map and have new one. Issue is how to exactly get navmesh working over there? One thing to note. I already tried chunked based navmesh loading but creates "gap" in betweens

brittle jewel
solar swan
brittle jewel
#

didnt saw a place which talks much about it

solar swan
#

the engine will be fighting you at basically every step

brittle jewel
#

just brainstormed GPT and got "gap" results

solar swan
#

its NOT what unity is good at

#

like at all

brittle jewel
#

any solution then?

solar swan
#

make your world fit into memory, use lower fidelity textures and models so you don't have to stream, generate at runtime, avoid any kind of baking

#

you can still load additively if you can "hide" the loading/framedrop caused by simple scene-loads

#

generally if you need seamless world streaming (because of your high fidelity assets or extremely large world), unity is the wrong engine.

brittle jewel
#

in my case, issue is i can generate 120x120 easily. But its just that, they arent exactly stitched together nicely. I used offmesh links but it has its own issue. So I am thinking this way now. I'll load things from adjacents chunks. Generate new runtime navmesh out of it. Previous ones will get cleared as my player moves into new chunk grid

#

might have to do small loading screen in that case

#

120x120x9 basically. Still expensive enough...

solar swan
#

eliminating initialization in Start/Enable/Awake and timeslicing it into a manageable UX can be a bunch of work.

thin hearth
#

I can just barely fit 27km^2 into memory, with some hacks, because terrain doesn't stream. There's no way to fix this other than rebuilding it from scratch.

thin hearth
brittle jewel
#

I did heard of making navigation system using recast from scratch

#

but dont know where to do what

thin hearth
#

Oh I'm not even talking about navmeshing yet, just the terrain 🙃

brittle jewel
#

making terrain from absolute scratch? Thats very difficult with so many factors. lol

#

i hated internal terrain system as well

thin hearth
#

A* Pathfinding project pro on the asset store also doesn't scale any bigger than what I'm doing. If the map were any bigger it'd run out of memory. From what I understand you can't cut it up into multiple navmeshes

brittle jewel
#

what if

#

you get all the edge points somehow

#

and to bridging

#

like the way you do with meshes in blender?

#

or merge by distance basically

jolly turtle
#

yo can anyone help me with something

crude warren
reef bayBOT