#⛰️┃terrain-3d

1 messages · Page 16 of 1

rose sentinel
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Make morw

zenith flame
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I've got a few quick questions about how to generate procedural infinite 3D terrain

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I know I need to use 3D Perlin noise, which should give me something close to what i'm looking for

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but I can't seem to find any good resources on how to do something like this

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everything i'm finding is only using 2D perlin noise which does sortof what I want, but only makes a flat plane of terrain, whereas I want caves and overhangs and such in my terrain

gaunt field
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Is there a way to use Tessellated materials on a terrain?

gaunt field
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In the HDRP specifically

gaunt field
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Or are there any different terrain solutions that include tessellation?

warm radish
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@zenith flame what kind of info are you looking for? stuff regarding implementation, theory, or do you want some tutorial, code, or asset links?

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@gaunt field i dont think the terrain shaders we ship support tessellation. microsplat or CTS shaders probably do

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im assuming you've tried this, but if you select the HDRP terrain material, is there an option for tessellation? there might be if the material is HDRP/Lit

zenith flame
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I’m looking for basically all of the things you listed

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Theory, and tutorials mainly

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As I’ve never worked with perlin noise or marching cubes or any of that stuff

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@warm radish

warm radish
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alright. i will procure some links and get back to you

warm radish
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ya looks like there isnt any tessellation on the HDRP terrain lit shader

crisp hemlock
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Authoring some macro textures for my terrains, they work well!

warm radish
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@zenith flame some material
https://www.iquilezles.org/www/articles/morenoise/morenoise.htm
https://www.iquilezles.org/www/articles/fbm/fbm.htm
https://www.iquilezles.org/www/index.htm there's a few other noise articles here
https://discordapp.com/channels/489222168727519232/497875195718271004/676170022573441036
https://www.reddit.com/r/proceduralgeneration/comments/64ns8f/building_worlds_with_noise_generation_sean_murray/
https://adrianb.io/2014/08/09/perlinnoise.html

unfortunately, some of them are for 2d. the main difference between 2d and 3d is that you are calculating and interpolating gradient vectors for a cube instead of a square. and some of these are for more general gradient noise implementations and not specifically perlin. that link might help a bit though

halcyon path
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Heyo, can someone help me a bit?
I have 1 cactus that i want to use as a "tree" in the terrain, but it has 3 different object in 1 prefab and for some reason it doesnt appear ( i think its because it has 3 object instead of only 1)
is there a way to make them appear?

little badge
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How can i make a terrain in this blank space 😢

halcyon path
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@little badge GameObject -> 3D objects -> Terrain

crisp hemlock
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Good morning all, I hope you can enjoy this serene view I've created for us.
I continue to treat this space as my Opus. Deciding that before I pass into the mud I would like to create 'A Place to Be'.

https://www.youtube.com/watch?v=E-fwzqotGEk

Thank you for helping me.

Made lots of progress. Will write more about it soon over at
AndrewChasonDesign.com.
Not much there right now. But I hope you like this serene Scene.

Breathe Well, Drink Water, Stay Curious!

▶ Play video
little badge
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@halcyon path thanks mate

unreal yarrow
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Hello everyone . Is thre anyway you can remove parts of terrain or even make some areas transparent?

glad pine
unreal yarrow
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Alright thanks.

desert sun
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pls add simple terrain URP shader! Mobile cant handle current URP Simple Lit Terrain shaders, but can hadle without any problems a custom terrain shader with only diffuse and normals with simple blending

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but custom URP shaders for terrain not very well in supporting instancing and terrain holes....

sly fulcrum
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hey folks super newbie here trying to learn the ways of unity :D
currently I'm attempting to fit a road prefab with the terrain, but the road itself is not fitting well cause it's not custom made for this and likely expects that it doesn't have a surface under it. Thus the terrain overlaps the road details.
Need some guidance here how to approach this as googling didn't really work out...

errant hornet
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@sly fulcrum you can always dig a trench in the terrain and just plop the road in it

sly fulcrum
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tried that

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the terrain i use is also low poly so the "triangles" are very sparse and i'm not able to properly make a canal that would fit

errant hornet
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are you using a custom terrain or the built in unity one

sly fulcrum
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I guess it's custom

errant hornet
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also what is the scale of your project. you can have issues with things like that if your game is not properly scaled

sly fulcrum
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the modular terrain plates are 100x100 units, they come like that

errant hornet
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a good way to check scale is to just spawn a cube in and it should be roughly 3 feet wide

sly fulcrum
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the road could be larger

errant hornet
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and if that doesent fix your problem(youre to scale) then try using the built in terrain system

sly fulcrum
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the built in one doesn't look good with low poly stuff, at least I'm unable to make it look good

errant hornet
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i think it is possible to adjust the poly count manualy

sly fulcrum
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unfortunately scale did not really work 😦

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I think this road asset doesn't really "want" anything under it 😄

errant hornet
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F

sly fulcrum
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thanks anyways

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I'll try playing around a bit with unity terrain as well

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perhaps i can mix something up

errant hornet
sly fulcrum
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yeah much more options there this "terrain" is just a prefab i got

errant hornet
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ok

sly fulcrum
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thanks

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will try to figure it out 🙂

errant hornet
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k

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good luck

mild patio
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If anyone can help me, it will save a lot of my time of designing it entirely by myself.

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Its pretty simple how to manipulate cave size, wall height and ceiling height as well but
Thanks a lot, in advance.

hard shard
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does anyone know any grassing tips?

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its really slowing down my performance

hearty cedar
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Are you placing more than you actually need? The brush is pretty sensitive.

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Could also lower the Detail Distance to like 25 and Detail Resolution Per Patch to 64 or 128. @hard shard

hard shard
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ah ok thanks

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i lowered it down a lot cuz my game is completely dark with a flashlight

delicate pumice
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hello there

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I am currently working on optimizing the GPU performance of our game and kinda hitting a wall with the unity base terrain regarding how low I can go with quality settings / resolutions

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now I was wondering if there are any experienced users that could point me towards a direction on how I'm supposed to further improve GPU performance of my base terrain whitout losing more resolution?

crisp hemlock
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I've got a big, beautiful Terrain; luckily I'm not married to it. It's based off real USGS data. And you can see it's about 8k.

The "patches" are quite large. About 12 meters.
Seems the only way I can make these smaller is to lower the terrain witdth?

I made it 512x512 and that was better, I could actually paint detailed paths and whatnot.

I did "split" this by 8 once, I was hoping it'd increase the density and restich it. No such thing.

So is there a setting I'm missing? Is there a tesselation brush I can add more ground patches to a certain POI if I need more control/detail over my dirtBrush?

Thanks for your help.

crisp hemlock
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For now I've got the terrain down to 1024mx1024m and am getting the resolution I need to be able to paint a dirt path to a front door. Odd that the paintbrush targets the middle of the mesh. I figured this was all just vertex painting.

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Guess the other good side-effect of going smaller is better shadows.

tall ruin
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Ok guys, grass in top down games. Using the terrain system it just looks shit - and is often weirdly culled by the camera - how can I make this look good

https://i.imgur.com/PHgu0xE.png

Not entirely sure what the culling circle is either. This is using paint details with a grass texture. I've tried a bunch of different ones, they're all pretty bad looking

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In 3rd person the grass looks great, trying to find examples of top-down grass done well :/

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it's the wind blowing that's causing it

delicate pumice
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@tall ruin the main problem is that the grass is just two planes that are not angled towards your camera in the picture

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we made our own mesh that has the planes angled outward which looks better in a topdown view

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so in your picture the inner circle of grass missing comes from looking straight down on a plane that has no thickness

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as far as I can tell

tall ruin
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Yeah meshes work a lot better it seems

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I also tried out a few vegetation systems, and they really render things much nicer (vegetation studio for example)

plush pawn
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i need a help

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Assets/SampleScenes/Scripts/ParticleSceneControls.cs(60,19): error CS1061: Type Button' does not contain a definition for onClick' and no extension method onClick' of type Button' could be found. Are you missing an assembly reference?

static field
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ah yes, that error. showing some code would help. also you are in the completely wrong channel for coding questions. @plush pawn try #💻┃code-beginner

lapis sierra
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Hey folks, anyone know a good solution for auto-applying terrain details (grass/flowers etc) based on height and/or slope? I'm generating terrains from a custom script (and auto-painting splats via Microsplat) so I can't use a full-featured solution like Gaia

rose sentinel
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does anyone knows a terrain ground texture free compatible with hdrp

delicate pumice
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@lapis sierra there is a method called terrain.SampleHeight(Vector3 worldPosition) that you could use to figure out the y position of your terrain at a given world position

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don't know about spawning in grass into the detail layer of the terrain since we are using HDRP which does not support details yet

marble sentinel
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does the unity terrain allow to use rgba splatmaps? (figured out a way for my problem without splatmaps)

strong tapir
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hi, how can i modify the default shader of terrain on URP 7.4.1?

severe rover
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i watch at youtube about creating cave on unity with 2 terrain..
can i make the first terrain as my main world and cave floor then the second terrain as cave roof?
just think the second terrain is an additional assets (mountain, mouth cave)

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but.. how to make them not invisible?

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maybe like layer between layer

candid acorn
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Backface culling?

severe rover
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hm... is that applicable for terrain?

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cause i dont see the option on the menu..
im new at this

candid acorn
severe rover
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is that addon with $30 price?

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hm.. ok. the paint make a hole on the terrain.. but. how did he make the cylinder?

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hmm wait wait

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they should explain first and then show the image.. not image first then tell the program at the end

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damn.. ok i got this..
thank you @candid acorn
i think i need more coffee

strong tapir
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hi, how can i modify the default shader of terrain on URP 7.4.1?

slender cape
hearty cedar
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Lol. Check the scale on the trees import settings.

frosty panther
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I am creating an open world game with a few people and we are wondering if we could switch from Unity's Terrain to using only Meshes (Bought 3D lowpoly Models) as our Terrain and Planetary Environment. There is even this new Unity Tool called PolyBrush which lets you edit the Meshes right inside of Unity like a TerrainBrushTool.

Now my question is: Is the performance gonna be worse if we use the 3D Models as our Terrain compared to the Unity's Terrain System. If so how much worse performance should we expect for a rather large open world?

hearty cedar
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No real difference. Unless you are using some absurdly high poly mesh for a ground.

frosty panther
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@hearty cedar Thanks for the answer. We are using low poly assets, for a mobile game.

However we are not planning on using one huge connected mesh-plane as a ground. We rather would like to stack/overlap several mesh-planes between medium and large sizes with different forms to build up unique terrains. And of course all the grass, rocks and trees would also be real 3d models.

brittle yacht
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Hello my dudes, I need help with the terrain tools package
I can't find it in the package manager in Unity 2020.2 Alpha, so some help would be nice :D

nimble sable
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@brittle yacht, there's a known issue with the terrain tools package currently not showing up in the 2020.2 package manager. We're working on addressing it, but in the meantime you could add the following line to the package manifest
"com.unity.terrain-tools": "3.0.1-preview"
Once that is added to the manifest and you restart your project you should have it.

frigid surge
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need help with tilemaps

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I'm learning and got to the point that I have my tilemaps setup

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but need colliding for the tilemap Obstacle

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I have no idea how to automate this, other than just manually putting certain tiles to Collider: Grid

glad pine
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Hey @frigid surge , are you talking about a 2D tilemap?

frigid surge
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yep

glad pine
frigid surge
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I see, thanks

upper vapor
glad pine
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Hey @upper vapor, I see you already posted in the #archived-art-asset-showcase . They'll be able to assist you further than the terrain channel.

severe rover
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in the unity video about terrain.. i see them can click edit terrain and choose grass..
then paint the grass on the terrain

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on my unity there is no "edit terrain layers"

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and make the whole terrain sand

glad pine
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@severe rover The terrain tools package updates your layer painting UI giving you more features and improving workflow. You can add and create layers below your layer pallet

severe rover
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on layer properties?

glad pine
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What are you trying to do?

severe rover
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i am trying to make an island

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and want to paint the sand then grass

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but iif i didn use pallete and make them all sand

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i cant do anything

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the youtube guide is clear.. but the "edit terrain layer" button isnt there

glad pine
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You have to add both the Sand and Grass layer by clicking the Add Layer button. Once you do that you can highlight the layer you want to paint with and paint

severe rover
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i though i paint them like a canvas

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not like this

glad pine
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You do, In order to paint you need to add the layers you want first. Then select the one you want to paint with.

severe rover
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hm.. there 3 youtube guide all same and not complicated like this..

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so how do i do it correctly?

glad pine
severe rover
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oh ok thanks..

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where i can get the color? i only have few

glad pine
severe rover
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ok

glad pine
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Yes

severe rover
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im sure i already download them

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ah different with same picture

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ok ok

glad pine
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Those look like the same ones from the Asset Store Samples. You can always create a new layer and use a texture of your own.

severe rover
glad pine
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Yes, you can also create your own layers using textures.

severe rover
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did i must use "set heigh" to make a lake or beach? because i cant lower the ground

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if i make a high ground first then "set heigh" the mountain i made gone and become flat

glad pine
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You don't have to use set height. You can start sculpting at a height of 0 by doing the beach walls first and then keep sculpting up to the mountain. Or you can set the height high enough to sculpt down creating a beach. Either or works.

severe rover
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ok. i think set height is work for me.
but is there a way to raise the map height without destroying my mountain?

glad pine
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Changing the Terrain Height in the terrain settings will allow you to sculpt higher.

severe rover
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ah yes.. i use terrain height 1000. i tought it was raising my sea level

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but turn out it was for maximum boundry

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im afraid if i already make mountain and other high place.. but then when make the lower part like beach i run out "height" to make them more lower

glad pine
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I see what you're saying. Unfortunately, there currently isn't a simple way of setting the sea level without changing the proportions of the terrain.

severe rover
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ah ok then.. thanks

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um.. where i can get water prefab for free?
i want to test making water body

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even on tutorial with standard assets have them..
and i got nothing on my asset..

glad pine
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You should be able to find free water assets on the asset store.

severe rover
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yes i download 1 of them.. but no prefab like in the video

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can you recommend one? im confused to pick one

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or tell me what option have water prefab like in these video

glad pine
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Unfortunately I don't

severe rover
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i didn know

glad pine
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There's a few tutorials online to help with that.

severe rover
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ok thanks i will check it first

severe rover
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why we need so many planes? why not use only few big one.. that will solve the seam problem?
and.. is there will be a problem if it overlap and not perfect square?
im curious what will happen.. but

severe rover
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help?

glad pine
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@severe rover I recommend posting your question in #archived-shaders. They'll be able to help you further with Shaders/Shader graph compared to this channel.

severe rover
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ok

sacred parrot
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question is there any cloud asstes that i could find that could give the effect of my setting taking place very high in the sky

storm glade
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Any isometric-experienced artist/devs about. I need to have an ELI5 convo with them about how to tackle a perspective issue. It's not something I can really ask in one question though. If anyone is feeling brave, please feel free to message me directly.

simple patio
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how do i get water in 2019.3.14

silk escarp
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@glad pine Why does that water look so drinkable, like damn that looks good!

twilit helm
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Is it possible to make the terrain texture more reflective in any way? I know you can only select textures and not materials but is there another way to do it? I've been told that URP (that's what I use atm) supports pbr textures, and that could help me achieve that effect. However I don't know what pbr textures are and how to create them

forest thistle
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Someone worked with the Terrain Tools ? The Unity Terrain Editor is just awesome. I use it to make heightmaps and the Splatmaps(Texture Placement) but there is a problem with the png. It only use 1 Color with Alpha. Using 4 Layers but didnt figure it out to convert the Splatmaps 🤔 Does my image editor need some specific setting to identify the Image ?

glad pine
twilit helm
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Thanks, looks just like what I'm looking for

glad pine
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@twilit helm If you don't see the Channel Remapper it's most likely because you don't have a PBR layer setup. In that case you can just turn up the Smoothness and it should do the same thing.

twilit helm
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I see

glad pine
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No problem 👍🏾

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@forest thistle Thanks for the compliment! The team is happy to hear we're making awesome tools for even more awesome people. What image editor are you using?

forest thistle
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Iam using Krita

glad pine
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Hmm, I haven't used Krita before. How are you exporting splatmaps from the editor? Terrain Toolbox?

forest thistle
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Jep using the Terrain Tools

glad pine
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Okay, I'm assuming it's Krita since we work with and export the splatmaps by packing different channels like you previously said.

forest thistle
strong tapir
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hi how can i modify the terrain grass shader?

raw lake
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Hi someone know very well Map Magic ? i have a prefab of grass with wind shader and when i import to the node grass->Object it spawn everywhere but the no more wind :/

wispy drift
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Hey guys how I can create a tilemap what moves itself from right to left That my player doesn’t have to run (it’s automatic) but just Jump

twilit helm
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How could I add water on URP?

desert sun
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strange bug with little terrain painting brush.
1(left) - simple path painted in Unity 2019.3.11.
2(right) - same brush size and settings in Unity 2019.4.1 but they cant paint that small details anymore, only generate a noisy texture around small brush.

All brush mask like noise and slope was disabled.

forest thistle
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Is there a option to Texture paint on a Terrain Below a Layer, like i have Mountain Texture on Layer 4 and some grass on layer 3 but dont want to overdraw the Layer 4

warm radish
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@forest thistle no there is not. when painting with a layer (which is really just a "material" description and nothing like a photoshop layer) the other layers are also adjusted according to the newly painting weights in the selected terrain layer

rose sentinel
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how do i add a material to my brush to paint my terrain

glad pine
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@rose sentinel Edit Terrain Layers --> Add Layer...

rose sentinel
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but I dont want the whole thing to be grass

glad pine
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@rose sentinel When you paint with say a rock layer it replaces it.

rose sentinel
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ooooo

glad pine
left jackal
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If there is a bump in the terrain my character rather then going over it, goes through it, any idea how can I fix that?

rose sentinel
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can someone give me a reference on .raw files used for terrain heightmaps?

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i want to write a tool that programmatically converts png to raw

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guys if i make a script / unity asset that can convert between .png and .raw

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would anyone be interested?

hidden trail
tall ruin
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Terrain tree colliders: When scene starts I have to disable and enable the terrain collider component for tree colliders to work correctly. Any thoughts?

simple patio
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How do I fix my texture so that it doesn't reflect light?

noble crest
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does anyone know why my first layer of terrain isnt being added as the default texture?

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I have to paint the entire thing first

silver radish
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Are there any transparent terrain shaders that work (I mean ones where you can paint a transparent texture to it and it will make terrain transparent)?

rose sentinel
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Those of you who have made 2D overworld games, do you usually pivot your tilemap sprites BOTTOM center, bottom LEFT, or Center?

rocky lion
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@hidden trail i don't know the answer but holy shit that looks beautiful

hidden trail
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Thanks if only it didn't cause me grief! DX

earnest grove
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So I changed my Render Pipeline to URP and everything works except for speed tree its just black and gray so if anyone knows how to fix this Please help me

warm radish
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@silver radish if you are using 19.3+ you can paint holes with the built-in terrain tools

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@earnest grove what are the shaders that your speedtree assets are using?

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@hidden trail what kind of trees are they? are they instanced via the terrain painting tools or something else?

hidden trail
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Yeah terrain painting

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Some trees don't cull cause they're not terrain

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And this is 2018.4.18

rose sentinel
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I designed it in blender

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It had lakes and stuff

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And was bright

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But then when I inserted it into blender

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It came out all grey

forest thistle
frigid surge
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anyone have links etc to Top Down game terrain generation?
Almost all tutorials are about platformers, and I have no idea how to even fill a 10x10 area with tiles through script.

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I know I can use .SetTile(), but dunno how to get the positions of a certain area

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Using Tilemaps of course

simple patio
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how do i see all the grass in my terrain

devout yoke
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Hey guys

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I've ran into an issue

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Where basically whenever I use a "raise/lower" terrain brush, everything in my scene view just goes black

rose sentinel
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Hi my dudes, im using poly brush to mix my textures but while following This tutorial https://www.youtube.com/watch?v=QHslFO0vlGg
My material turned black and nothing happens. can anyone help me out?

Polybrush is a fantastic tool for Unity, which you can use for level design, scattering prefabs, painting and sculpting meshes! In Unity 2019.2, Polybrush was added to the Package Manager, and introduced the Prefab Scatter mode!

Learn more about Polybrush here: https://ole.u...

▶ Play video
grim marsh
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I'm trying to raise my terrain, but when I drag anywhere it goes to select instead of raising it.

warm radish
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is it doing the box selection when you drag?

hidden trail
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@warm radish any input on the tree thing? :<

icy violet
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I can't find it in the brush operations. The list is actually quite a bit shorted than the docs indicate in that page. Am I missing something. Have these extra features been dropped? These are my available options.

odd crystal
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Whats the preferred method for adding caves into (heightfield) terrain in unity? I've seen mentions of both converting the heighfield to polygons and just using that, and using some kind of shader to cut a hole in the height field and build a poly cave around that. Whats the best method, and have you any good tutorials for it?

glad pine
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@icy violet You need the Terrain Tools package to use the Mesh Stamp Brush.

icy violet
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@glad pine thank you so much, that did the trick. I must be suffering from reading incomprehension 😅 The answer was right there in my original link 🤪

rose sentinel
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Hi Everyone, im pretty new to unity and currently making a map with polybrush. So i have a material with 4 textures. linked to red, blue and green. but i cant seem to figure out how i paint the top texture. in the RGB Channel. can soemone help me? would be greatly appreciated😁

forest gust
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Hello Unity lovers! UnityChanThink How to combine Terrain with objects to import them together in the game (I'm importing only the terrain now using Export Asset bundles )?

onyx hinge
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yo um,I dont have a paint texture button for some reason.What do I do now?

floral crypt
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HI! is there a way to increase the terrain size without deforming the actual terrain?

tired sigil
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Is it possible to disable Terrain Layers from carrying over to different Terrain, when you have that Terrain brush open but accidentally click a different Terrain piece? Sometimes it seriously messes me up, and borks the Terrain order.

empty ingot
#

Good day everyone! I am hoping somebody can offer to help with this question : https://forum.unity.com/threads/what-are-the-rules-for-avoiding-gaps-in-seams-between-terrain-tiles.928635/ Any feedback thoughts or suggestions happily received. @quasi badger @drifting crown @prime sundial I really hope you can maybe help lead here, as there is just no responses at all.....

empty ingot
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@upper charm 😄

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help!

jaunty widget
#

Hello :)
I wanted to ask if it is possible to use the foliage placing tools on Objects which are not Terrain ?
We have an Island which has Concave areas so we cant have it as a Unity Terrain 😮

unique saffron
#

How do I make my terrain look nice from a distance, instead of having spiky and unsightly shadows?

earnest briar
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Hello! I have a terrain with trees on them (specifically the BOTD conifers by Forst) and am making a realistic FPS. I need the trees to be visible from hundreds of meters away, but for some reason they don't get seen from far away, even though I changed the detail distance to max. So I thought "ok, I'll write a script" and came up with this:

using System;
using UnityEngine;

class TerrainConfig : MonoBehaviour
{

    public int treeDistance;
    public Terrain m_terrain;
    public float DrawDistance;

    void Start()
    {
        var terrainScripts = GameObject.FindSceneObjectsOfType(typeof(Terrain));

        foreach (var terrain in terrainScripts)
        {
            (terrain as Terrain).treeDistance = treeDistance;
        }

        m_terrain.detailObjectDistance = DrawDistance;
        m_terrain.treeDistance = treeDistance;
    }
}
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This worked for grass, but not trees. I even changed (afterwards deleted) the LODs on the prefabs, but to no avail. Does anyone know how to make this work?

warm radish
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@hidden trail i am sorry for such a delayed reply. i am not quite familiar with the lighting code for tree prototypes but i have started digging around to see if i can find something. i will also ask the rest of our terrain team and the lighting team for some insight.

can you tell me if you instantiate one of those trees in the scene as a regular gameobject/prefab instance, are the shadows removed when the tree is culled by the camera as well?

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are the tree assets dynamic? is the static flag checked on the asset?

#

@jaunty widget unfortunately, no. you can use Polybrush for that. It is an additional package you can get through PackageManager. you won't have the benefits of instancing from the terrain though unless you handle the instancing yourself for rendering

#

@onyx hinge can you provide some additional information? what are you seeing if not the paint texture button?

hidden trail
#

@warm radish the assets are set as static, they are prefabs added to the terrain system, the culling of the camera is what causes the shadows to vanish.

warm radish
#

alright thanks

jaunty widget
#

Thank you for the answer, wyatt :)
We´ll probably use Houdini for placing most of it then. And Handplace the ones near the keyframes 😮

empty ingot
#

@warm radish do you have any experience around the Unity Terrain system, I have been pointed towards the PaintContext to be used to alter the height of different tiles in a terrain having tried on my own and found it very , very complex

#

I have documented my efforts so far on the official forums

#

but would really love a conversation and some show and tell?

polar merlin
#

ArmyAndy. Lower opacity to allow minute control about 8 is good and increase brush size to allow quicker work flow. Change the brush based on what type of terrain ur making whether jagged or smooth. My recommendation is to test each brush out to know exactly what they produce.

#

Terrain is mostly just a base. U will import stones and such to make the terrain lively. PS. U cannot make overhangs or caves with the basic terrain

empty ingot
#

@polar merlin thank you -- but I am referencing these changes being made at runtime 🙂

#

and I know those limitations exist 🙂

polar merlin
#

Go in depth. Do u mean adding an object to the terrain or changing the shape of the terrain itself

#

U can paint terrain at run time

#

Just not details or tress if I remember correctly

empty ingot
#

Ok

#

let's go more indepth

#

so

#

I have some code which adjusts the height of terrain at right time

#

I want to create a 'dig' action, as if you were digging a small hole into the earth

#

i have that

#

problem is, across a fairly small terrain, it is very slow at runtime, which causes it to be problematic to gameplay

#

so

#

i cut my terrain into about 12 smaller 10x10 meter chunks, each are neighbors of each other

#

problem now is, sometimes the 'dig' goes cross 'terrain' which results in gaps at the seams of the terrain

#

I was then programming around that, but it gets complex quick

#

That thread brought me to the PaintContext class

#

however my pieced together example doesn't really work it was from another forum post and @upper charm suggested i tried emulate what that thread had achieved, which was hard, as i had to reverse engineer something i didnt understand

#

The result of that effort was https://github.com/renegadeandy/gardencopy - which did something but really wasn't demonstrating what the linked to forum post was describing (my lack of experience probably led to some basic mistakes). I am looking for someone! Hopefully you! Who can perhaps set me straight on that

empty ingot
#

@polar merlin thats the detail ^^

polar merlin
#

Oh

#

Well my usefulness has ended when u talked about painting holes cuz I still celebrate making a cube move

#

Jk

#

But I def can't help. Use terrain digger to punch holes. But to do it ingame is a diff ordeal all together.

#

Which version of unity u using

#

Maybe 2019.x will fix ur prob

warm radish
#

@empty ingot are you currently doing this on the CPU?

earnest briar
#

@warm radish Sorry for the late response. The trees are part of the terrain, not prefabs.

#

And yes, the shadows are removed although after the tree models

#

I think I narrowed it down

#

The billboard material is just black

#

And whenever I select the LOD witht he billboard

#

It just dissapears

empty ingot
#

@warm radish I believe so? I don't really know

warm radish
#

@empty ingot ok. i'll have a look

#

ok. so GPU. you have a compute shader that runs in your mouse look script

#
// 0.5, because that's the range devs decided to treat the texture internally. Bugs occur beyond 0.5.

as a note, and if i am remembering correctly, the reason the heightmap is clamped at .5 is because the format for the texture is unsigned normalized meaning half the range is for negative height values but we currently only allow for positive height. so half the range of values is not in use.

#

ok. back to the script. looks like it is using the terrain painting APIs as there is a PaintContext there. that was going to be my suggestion if you happened to be attempting this on the CPU because those APIs will gather the correct portions of neighboring heightmaps into a single render target for you to work with

#

are you able to show the result of the "heightmap" texture after the compute dispatch?

#

can you share some more screenshots of what is happening in scene? kinda hard to tell from the ones you posted on the forums

sour crow
#

What is the best way to custom shape my terrain

#

i want to make island-ish terrain

empty ingot
#

@warm radish i Click, and at at a nearby terrain block, it just shoots WAY down to the bottom , making a massive hole

#

happy to make a little video of it

warm radish
#

That would be great

empty ingot
#

maybe @warm radish we could do a screen share? itd be super easy for me to show you that way

#

ill ping you later in the hope you are around 🙂

#

that ok?

empty ingot
#

Ok ready to share when you are @warm radish

dark sun
#

Does anyone know why my grass looks awful. I just picked up Unity last night. I built a scene and the grass looks pretty bad - it's like it's unaffected by post processing

empty ingot
#

@dark sun pics please

dark sun
jaunty dew
#

its just not a good grass texture/model

#

also grass shadows would make it look better too

dark sun
#

ok ty, i'll try to look that up. I appreciate it!

keen latch
#

Not sure if this is the correct place to start this but ... does anyone have any suggestions on how I would go about visualizing perlin noise overlaid on a terrain (editor only)? I'm trying to visualize where the dark/light parches will fall on the terrain while adjusting the scale & offset of the noise.

#

@dark sun ... Try using more that one grass. Also, change the scale ranges and Noise Spread. Also, because the grass texture has it's own color, I find it better to use grey scales for the Healthy/Dry colors.

sour crow
#

is it possible to add more than 1 shader in terain?

#

for example i want to paint desert texture but i need to change shader for it to work

#

but when i change shader whole terrain changes

twilit saffron
#

@empty ingot did you also fix the gap between terrain by now?

arctic elm
#

@keen latch how did you do that! looks insane

#

which assets

keen latch
#

@arctic elm The trees are from 'Mountain Pine Package', the grasses came from the old 'Boot Camp' demo, and the terrain textures from 'Nature Environments'. I downloaded the terrain data via 'Terrain.party', somewhere in the North Western US, Idaho I think, and then used 'Terrain Toolkit' to paint & erode it a bit. As for grass & tree placement, I have my own procedural code that places everything based on terrain data & texture. I mentioned above how by setting the grass min/max scales & noise spread you can create thick/patchy areas. As for shaders, I used 'Distingo' for this terrain (it's now depreciated) but now use 'Complete Terrain Shader' for managing near/far terrain texture mappings & details. A final note is that nothing was hand painted/planted ... everything was procedurally generated.

keen latch
#

@earnest briar ... It may be that you need to adjust other settings? What is your camera far Plane set at? What are your other 'Terrain & Detail Settings'?

earnest briar
#

Hold on

#

Reimporting the trees because it took so long to build them because of the extra shaders so I just took em out

#

@keen latch

#

Are you here?

keen latch
#

Yes

earnest briar
#

Those are my settings

#

Camera planes are at 5000

keen latch
#

So you want to see trees past 5 Km?

earnest briar
#

Maybe not 5km

#

3km

keen latch
#

Well, if those are you settings you should be able to see trees out to 5km. Unless the Trees have LODs on them that dictate otherwise.

earnest briar
#

Lemme remove lods

#

And see

#

Removed em, now they don't show at all

#

Maybe their billboard isn't correct

keen latch
#

Waht trees are you using?

earnest briar
#

Well, for this

keen latch
#

looking

earnest briar
#

Conifers [BOTD] By Forst

keen latch
#

I see what you mean 😦

#

It's either the LODs or the tree shaders.

#

OK ... I know what to do 😉

earnest briar
#

What's it it?

keen latch
#

It was the LOD settings ... the cull setting was too close.

earnest briar
#

Yeah

arctic elm
#

@keen latch and the clouds?

keen latch
#

That was just a general Skybox 😉

#

I can find out if you want?

arctic elm
#

thanks! I thought they were volumetric 😄

#

did you notice how many FPS you had in this scene?

#

it looks really good

#

@keen latch also, did you just use the unity terrain tools to create the terrain from the heightmap or used gaia?

keen latch
#

As I said, imported heightmap and then user Terrain Toolkit to normalize, erode, smooth, add noise, etc. and

arctic elm
#

thanks

#

that's one of the best looking terrain I've seen in Unity

keen latch
#

Nice! I have Gaia too ... but haven't used it much.

arctic elm
#

I want to generate a realistic looking terrain like that, but not sure how

#

or rather

#

I thought using HDRP would help for realistic terrain shading, but HDRP is so broken right now

keen latch
#

I'm having good results with CTS.

arctic elm
#

yes

#

the 2019 version?

keen latch
#

That is a Unity Asset you can buy 😉

arctic elm
#

yeah, I meant

#

I believe this was photoscanned, but to make something like that by hand

#

could a human make something that good looking by hand

#

if so how

keen latch
#

that would take allot of time ... which is why I'm writing my own procedural stuff 😉

arctic elm
#

well, by hand or procedural. how can you make it look that good

keen latch
#

Mostly it's the assets ... textures, grasses etc.

arctic elm
#

the lighting

#

looks like Unreal

#

engine

keen latch
#

Most of the assets I have are either free or under $10

#

That can be done in Unity ... remember 'Post Processing 🙂

arctic elm
#

the mountain look so good

#

I would be surprised if one could do that with CTS

keen latch
#

Not with CTS ... that gives you more Near/Far detail control

#

Just on the terrain not other objects

arctic elm
#

the description says the terrain is made in world machine

#

but how did he do the texturing

keen latch
#

WOrld Machine does it I believe

#

Only $120 for Indie and $300 for Pro 😉

#

But it looks to be well worth it 😉 if you are doing something that requires allot of terrains 😉

arctic elm
#

yes, I thought of getting that

#

does this do any texturing though?

keen latch
#

YES!

#

But there is a learning curve for all of the settings 😉

#

Scroll down to the Texturing section 😉

left jackal
#

My character doesn't falls through the terrain but doesn't responds to bumps in the terrain. It walks the entire terrain as if its a flat ground. Why is this happening?

#

So if there is a hip high bump, it will walk straight through it without going over it

keen latch
#

@left jackal ... I would look at your terrain & character controller colliders ... make sure they are set correctly

left jackal
#

What exactly "set correctly" mean? I have terrain collider on the terrain and capsule collider on the character

#

@keen latch

#

Do I need any physics materials?

#

I have none

keen latch
#

No ... can you share your Character setup?

left jackal
keen latch
#

Hmmm ... Now the Terrain collider?

#

Not sure why the rotations are checked but...

left jackal
#

I control them from scripts so dont need unity's physics effecting the rotation

keen latch
#

ok

left jackal
keen latch
#

perhaps your controlling code is overriding the terrain collisions

left jackal
#

I dont have any physics in my code tho

keen latch
#

Why the RigidBody on the terrain?

left jackal
#

No idea, always there

keen latch
#

try unchecking it 😉

left jackal
#

ok

keen latch
#

Terrain is usually static and doesn't need RB

left jackal
#

haha

#

that actually fixed it

#

thnx

keen latch
#

😉

unique saffron
#

How do I make it so the player doesn't see ugly jagged shadows when viewing terrain from a far distance?

keen latch
#

@unique saffron ... The shadows are not jagged ... the terrain in those areas is jagged/faceted because you stretched it vertically and the acutely flattened it.

The solutions are to either increase the terrain resolution or model the cliff faces to cover up those jagged edges (where the terrain transitions from horizontal to vertical and then back to horizontal). The terrain mesh is not meant for these things.

#

What are your terrain settings?

unique saffron
#

@keen latch But when I am close to them, the shadows are no nearly as jagged?

#

Here is the same area but closer: Looking better

#

And very close! ^^

#

It's not perfectly smooth to be sure, but it definitely is not physically as jagged as the shadows make it look from far away;

#

I believe it is a rendering issue. Is this where fog or a shader comes in? Is there an easy fix?

#

Here are the settings @keen latch , what do you think?

keen latch
#

You mised the terrain resolution part

empty ingot
#

@twilit saffron no - still not sorted

#

I need help

sour crow
#

anyone knows good terrain painter tool that i can use to create biomes on my terrain

rose sentinel
#

is there any way to reduce the height of the raise/lower terrain painter? it's massively spikey at the moment, I only need the terrain toraise a little...

fleet sparrow
#

Pls can someone help me my unity was working fine the it just got worse i cant paint detail on a terrain it doesnt work

hasty mauve
#

I was modelling a custom island and when I tried it out I got this weird flicker in the shadows. Does anyone know what the could problem be?

hard snow
#

cool but what's that ocean

#

arctic?

ruby meteor
#

@hasty mauve probably the distance between near clipping plane and far clipping plane is too big, this causes the shadows to flicker. Try increasing the near clipping plane as much as possible without visible clipping. Also make sure the far clipping plane is not bigger then needed

cloud dove
#

What's the easiest way to create a custom navmesh for a terrain ? For now I create walkable planes that connect with each other and create "roads" for the navmesh which I bake. It feels quite tiresome actually so I thought there could be a better way. How do experienced people do it generally ? I thought maybe exporting the terrain in Blender and using its tools to better paint the roads might work.

tame imp
#

I'm having FPS drops while using Unity's Terrain package, is there a way to make Unity use less CPU/GPU to run the game smoothly?

glad pine
#

@rose sentinel Try changing the brush opacity (If you're using Terrain Tools then try changing the brush strength)

#

@tame imp Are you only seeing these issues when playing the game?

wide oar
#

Hi 🙂 I generate mesh myself but I just realized that there is terrain object. What do you prefer to use having in mind performance and some customization which maybe cannot be done by terrain object oob?

tame imp
#

yes only when playing the game I have Fps drops

#

dropping from 1400 to 1000

#

and you can clearly see them

glad pine
#

@tame imp That's weird, in most cases using the terrain package shouldn't affect your game since it's comprised of editing tools. Did the FPS issue appear after you downloaded the package?

tame imp
#

I started messing around with the tools and made some cool terrain

#

and when I started moving my mouse around the screen I noticed fps change

#

and I had to be sure it is changing and it drops from 1400 to 1000 for some reason...

#

is Blender better for making terrain editing? or should I use Unity's terrain package for FPS boost

glad pine
#

Do you mind sharing a screencapture/video of the issue?

#

It depends on the use case. For example, the amount of fidelity in your game and the features you need. But, most of the time Unity's Terrain system will suit your needs.

tame imp
#

Yes I will try to record it, I'm not sure if the video will catch the drops but we'll see

rose sentinel
#

any good terrain plugins?

wide oar
#

Hi could you recommend me some good texture websites you use?

slate bobcat
#

Hey, @tame imp I see that you have Hebrew on your computer, and I was shocked that there is more than one Israeli in the server. Just interesting who are you. Ty honey and good luck in your next projects.

#

so if you can add me to your frind list for talk with me later

lavish heron
#

Where can I get the physical property’s for a mesh collider I’ve just started doing this are they asset downloads?

soft obsidian
#

I recently ran into a question with tilemaps. I have one tilemap that looks like this:

#

And I want to overlay a second tilemap that will transform it into this:

#

Is there any way to mask away the bottom tilemap so that transparency will show through?

hollow sedge
#

I'm on Linux Mint, and I tried to import the terrain tools, but it kept trying to reimport something. The error was about something with the same name, since files on linux arent case sensitive. What could I do?

warm radish
#

@hollow sedge not sure what you can do atm as the package is probably read-only. we need to get a fix out for that and have that bug logged already. if you can change the package so it is not read-only, you might be able to change the file paths in the code. issue is with the noise library. it uses "Fbm" and "FBM" for some paths, iirc

subtle kayak
#

Please help) dunno how to add water in unity 2019

desert sun
#

Unity 2020.1 HDRP 9.3.
Placing terrain trees cause Unity stuck for 15 seconds

desert sun
#

after each click for spawn trees i see this loading screen that take a while...

proud lava
#

will I have issues if i import a map with lots of duplicate assets directly from blender to unity or no?

hollow dome
#

where can i hire Unity environment designers?

tired sand
#

What happened to the Terrain tools in unity 2020?

#

There is no sculpt tool or anything, it's very barebones

glad pine
#

@tired sand Did you import the terrain tools package?

tired sand
#

it doesnt show up in package manager

#

unity v2020.1.0f1

glad pine
#

You have to check Enable preview packages in Project Settings First

tired sand
#

ah, thank you!

tired sand
#

Hmm, now I can't seem to get the paint texture tool to work

#

I hover over my terrain and have no circle, clicking does nothing

#

I added 2 layers to my terrain layers, have the second one selected

glad pine
#

Your brush size might be too small

tired sand
#

I've got a 100x100x200 terrain, brush size tried 1, 20, 500.. nothing. Works fine on the "raise/lower terrain" setting

glad pine
tired sand
#

hmm. I'm getting tons of MissingReferenceException: The object of type 'Terrain' has been destroyed but you are still trying to access it. when I select my terrain in my scene

#

I deleted my first terrain created without terrain tools and generated a new one. no idea why it still referencing old

glad pine
#

It could have cached your last terrains data. I can look into this issue. For now try restarting the editor

#

Did you paint on the first terrain and then delete it?

tired sand
#

ah that was it

#

well restarting worked

#

yea I did paint on first

glad pine
#

Did you paint on it without the package?

#

Delete it, add the package, and try to paint on a new terrain?

#

I'm trying to reproduce the issue so I can get it fixed

tired sand
#

Can't exactly remember but I'm sure I clicked paint before I downloaded the package

#

Downloaded package -> tried to paint on old terrain, selector circle was stuck in 1 spot -> clicked a few times -> deleted old terrain and generated new with terrain toolbo

glad pine
#

Awesome thanks, I'll report the bug and have it looked at. Everything else working as expected?

tired sand
#

gets to 99% and does it again been over 2 mins now

#

all I have is the URP base scene and a 100x100 terrain

glad pine
#

Window -> Rendering -> Lighting -> Uncheck "Auto Generate" at the bottom

tired sand
#

yep, I had auto generate off, wanted to see it generate after I messed with terrain a bit so I clicked "generate"

glad pine
#

Oh interesting, not sure why that's happening. Is it only with the terrain in your scene?

tired sand
#

hmm, after clicking cancel then generate again it worked fine.. must have been a fluke

#

Thanks for all your help!

glad pine
#

No problem Taylor, Enjoy!

brazen reef
#

Hello guys, is there any way to use unity 5.6.3p1 terrain tools to create a floating island?

brazen reef
#

or am i better off making it in blender

vagrant maple
#

yep you better model it by yourself

icy plinth
#

Hey all any one in here good at pro builder by chance?

sage stag
#

@vagrant maple your pfp fits your response perfectly.

vagrant maple
#

@vagrant maple your pfp fits your response perfectly.
@sage stag lmao

narrow dirge
#

Its there a way i could merge multiple mesh and pack the uv maps into an atlas?

fresh valve
#

@narrow dirge i don't know if there's an easier solution for this, but what comes to my mind is that you have to rebuild your mesh assigning each vertex a texture id per vertex. and then in the shader you pick the texture you want to use for each mesh based on the texture id of the vertex

#

e.g. mesh 1 uses texture1 so every vertex in mesh1 gets textureid 1 per vertex. in the shader then it renders texture1 for each vertex that has textureid = 1

#

and so on

tardy walrus
#

@narrow dirge what is your goal with this, to save draw calls, or some other reason?

gloomy kestrel
#

How can I import custom splatmap? I found information that I need to use terrain toolbox but it doesn't show up in the package manager?

narrow dirge
#

@tardy walrus yeah saving drawcalls. I currently have too many objects

tardy walrus
#

doing it by hand isn't that hard if you just bin the parts together (like tetris), hell even blender might have a script for that, unreal actually has one built in

#

how complex a model?

#

and how many materials, are all materials the same resolution (as far as textures)?

narrow dirge
#

Its a whole level (scene) actually

#

No they have different resolutions

tardy walrus
#

yeah, I'd look for a model merging tool in unity store

gloomy kestrel
#

@narrow dirge Export the scene to Blender, create new UV channel and bake textures. Easy, but then again I have used 3D software over 10 years. 😛

tardy walrus
#

you'd have to do some more configuration to get the normals properly processed/transferred though, you can't just bake those like albedo

olive nexus
#

@brazen reef i would recommend to make a baseshape of your islands -> subdivide -> sculpt

brazen reef
#

@olive nexus

olive nexus
#

you are on the right path but it is not done. if this should be a giant island, subdiv more and put more work into the rock/mountain part
use some brushes to break up the smooth surface as well

#

i used a script in the path to convert a mesh into a unity terrain

#

maybe you can use it as well, splitting the downside from the upside of the island
so then you turn your upside into a terrain and can leave the downside of it just to be seen when the cam would be like in your reference

brazen reef
#

Thanks for the tips however I'm making it for a map mod for a game called ravenfield which sticks to a low poly style so I dont want to use too many verts

rose sentinel
#

How can I get rid of these black lines?

icy plinth
#

Wish i knew dealing with the same thing myself atm lol

glad pine
#

@rose sentinel & @icy plinth Make sure your textures are seamless

tardy walrus
#

even if they are seamless it can happen if the texture is on an atlas and you have no gutter between the parts, and if you have anything but point filtering, you'll sample and bring in some of the colors from the neighboring pixels

#

what does your atlas look like if so?

#

that goes for normals too

frozen ruin
#

Been having a lot of issues with the grass never matching the terrain color underneath in terms of color. I guess I’m looking for my grass to be more realistic but I’m not sure how. Any ideas?

#

I did this little test yesterday as my second time using unity terrain, gotta day went pretty nice until moving onto grass and my computer crashed (it didn’t save anything)

rose sentinel
#

When using the Terrain Tool, is it possible to use more maps than base color, normal and mask? I've made some cobble in Substance Designer that I'd like to use with Terrain Tool 🙂

warm radish
#

@hollow sedge i have a fix for the import issues on linux. you can expect that in our next terrain tools release

hollow sedge
#

@warm radish thanks, I cannot wait to makke an awesome looking forest. Also, when will that be?

warm radish
#

im personally not sure of an exact date. quite a few bugs we'd like to get through

upper pasture
#

@frozen ruin the traditional solution is to render out a grass image of all the grass on your terrain and blend to that in the distance.

frozen ruin
#

alright thank u

thorn heart
#

Is it possible to edit the opacity/alpha of a tilemap within Unity? Found it! Under Tilemap component -> Color

proven forum
#

how do you apply a layer to a script generated mesh?

empty ingot
#

I am trying to alter my terrain at runtime (unity terrain engine) and have some success but have some specific questions, can somebody experienced in the art please take a look and help me out here : https://forum.unity.com/threads/what-are-the-rules-for-avoiding-gaps-in-seams-between-terrain-tiles.928635/#post-6090747

hushed stream
#

I turn off lighting its gone, should I just increase quality or ?

#

I only ask because baking takes a while would like to nail this tonight

grave basalt
#

is that on very steep edges?

hushed stream
#

Oh yeah

#

And I'd like to avoid smoothing

#

being that they are cliffs, as well as considering its making use of a trip shader that needs those edges to work in the certain style I'm going for

#

Clamping it evenly somehow ?

hushed stream
#

Fixed it by increasing and rebaking thankfully

sharp star
#

I am having a issue where none of the propertys for the terrain layers are working. If I turn up the smoothness, metalic it does nothing. Also the mask maps are not working either

#

I have tried diffrent terrain textures to see if it was just that one but it seems to be all of the textures

#

Never mind, it had the wrong material attached in "Basic Terrain"

earnest torrent
#

hi i have a question on probuilder and polybrush

#

i want to paint my red channel of my heightblend material, before you can use probuilder's vertex painting now how can i do that with polybrush?

rose sentinel
#

I am trying to bend a plane in Polybrush and it's not working.I don't see a result.
Does it take ram to do this? I only have 4GB ram cos my 8GB ram failed

#

Oh! The plane actually seems to be raised from the way the cursor/brush is oriented or moves, but I don't see the result in the Editor

empty ingot
#

Hi all, I am having a problem with gaps in my terrain tiles in unity when making changes at runtime. this video shows the issue - can anyone help me https://www.youtube.com/watch?v=0yZaWV7vXUc&feature=youtu.be

I am wondering what the rules are for avoiding gaps in seams between terrain tiles.

I have a simple game at the moment which is 12 x 4 tiles of 10mx10m each.
I can click and adjust the height of the surrounding area I click on at runtime (this is quick because we are using su...

▶ Play video
flat galleon
#

super proud of this!

#

fk u grass, edges were a pain lol

indigo geode
#

gpu thermal and hydraulic erosion

rose sentinel
#

any quick tips on how to make good looking terrain?

desert bridge
#

Is it possible to make a custom terrain layer?
I wanted to have a terrain layer that uses procedural stochastic texturing

warm radish
#

@desert bridge are you looking to implement stochastic texturing via the terrain layer or do you want to only use stochastic texture where that terrain layer is painted?

you can make a custom terrain layer but, if you are trying to do the former, that's most likely not what you want. terrain layers mostly contain texture data that is used to render the terrain and not the shader code. you'd want to create a custom shader/material for the terrain instead for both cases

teal night
#

@rose sentinel I usually use reference photos and model it off of that.

#

and when I'm satisfied with the terrain, I move onto lighting.

hallow dove
#

yo guys is there a free realistic water on asset store?

olive nexus
#

@hallow dove there is a water asset in the 3D with extras template already

desert bridge
#

@warm radish yeah, I want universal stochastic texturing on the whole terrain so yeah a shader is the way to go

crystal talon
#

Don’t think it’s terrain, maybe someone can reference a better text chat.
So I’ve got a texture on a material, I add the material to a plane, now I need to set the tiling on the material, but it’s relative to the surface!

#

So it tiles really badly if I have two surfaces, one being bigger

rose sentinel
#

when i place trees and grass in my terrain, the textures for the trees dont load in unless i get close to them, how do i fix that?

#

im new to unity btw

warm radish
#

@crystal talon you could ask in #archived-shaders or #archived-hdrp. you probably want triplanar mapping or some world-aligned tiling instead of tiling in uv space.

#

@rose sentinel do you know if they are speedtree trees or some other type of tree?

rose sentinel
#

wat are speedtrees?

#

im new to unity so i dont know much

#

i got the trees from Conifers [BOTD] in the asset store

teal night
#

@hallow dove there is water on the standard assets I believe

rose sentinel
#

@teal night but it has lots of errros

teal night
#

I don't get errors?

#

@rose sentinel what are the errors?

rose sentinel
#

wait let me import real quick

#

what version u using?

desert bridge
#

So, anyone play around with generating topographic maps as an early step in a map generation process?

#

I'm trying to construct a spline based approach to terrain generation

rose sentinel
desert bridge
#

and I have some naïve solutions, but they are imperfect

#

this is what I have now, but if you pzay attention you can see a lot of really bad geometry shows up, especially when splines intersect

sharp star
#

Hope this makes sense, Is there a way or a script that will will disable when you paint on the terrain the continuse overlapping paint brush.

I want to be able to paint an area ontop of another layer with a lets say a 20% opacity without it adding on during mouse hold

#

e.g Paint over a area with mouse held will only apply the 20% opacity

as usually its you hold the mouse button to paint the 20% but when you start going over where you just painted, it will add another 20% ontop of that

warm radish
#

@sharp star nothing that would be straight forward atm. if you scripted something, you'd have to maintain a texture for the active brush stroke and apply your logic for which values to keep there.

#

or keep a backing buffer of the entire heightmap/splatmap when the brushstroke begins and a working buffer for the brush stroke, then composite those when the brush stroke ends. you'd use the terrain painting API but all the intermediate PaintContexts would mostly be throwaway and only used to build the buffer for the paint stroke

sharp star
#

I unfortunately know nothing about scripting xD I am honestly surprised its not a feature already . Seems simple

earnest briar
#

Does anyone know what grass is just white squares? I am using HDRP?

upbeat solar
#

what might cause my terrain to accelerate upwards? it has no scripts attached

#

no wait its falling

#

fixed, for some reason it had a rigidbody

indigo geode
#

Gpu based noise and erosion generation I am working on, 1024x1024 mesh generated with all erosion in about 6-8 seconds total

#

video and a few other images on my post there

desert bridge
#

sharing any source?

#

I tried to do erosion, but I only came up with a pretty meh sediment transfer emulation setup

#

it just transfers fractions of higher values to lower values in sets of 9 pixels

sharp star
#

Would anyone have any good tips on making grass texture for landscape look as real as possible? I have been spending about a week trying diffrent methods but it always looks.... off espially when I have areas where its longer grass (E.G Golf Course)

upper charm
desert bridge
#

oh man, thank you, I was trying to remember this guys name

hexed aurora
#

hi

#

So uh, I made some perlin noise picture GWchadThink That's cool and all. HOw do I use it now, to generate an infinite terrain like minecraft and cubeworld do ?
Is it like : one pixel of the picture defines the height of one block in the terrain ?

glad pine
#

@sharp star You might want look into using Photogrammetry PBR textures.

#

Hey @hexed aurora I recommend starting out with a simple and inefficient solution. Instantiate a grid of cubes and then set the height of each cube by using GetPixel (https://docs.unity3d.com/ScriptReference/Texture2D.GetPixel.html) and your perlin noise as a lookup. Again this is a very inefficient way of doing things but it'll give you a foundation to start with. From there you can look into a Pooling system, Compute shaders, and etc. There should also be a few tutorials online for creating voxel terrain.

hexed aurora
glad pine
#

Nice, What a great start! @hexed aurora

hexed aurora
#

okay, now I need to find how to do it infinitely

#

I also need to find how to fill the gaps when neighbour cubes are to high GWchadThink

hexed aurora
#

I'll do it later. For now I need the player to walk smoothly on the blocks, instead of getting stuck on every higher block.

frosty garnet
#

IDK if this is the right channel, but how do i prevent texture stretching when moving edge loops with probuilder?

static field
#

cant you just re-unwrap the object with some button? @frosty garnet

frosty garnet
#

found it
maybe i skimmed through the video too fast but i don't think brackeys mentioned that in his tutorial

#

so i just assumed auto UV was on automatically

static field
#

@frosty garnet I would not be surprised if a brackeys tutorial had incomplete information

frosty garnet
#

is he not good at making tutorials?

static field
#

meh, he makes youtube content and advertising for Unity. I dont go to his channel for a tutorial, I just look around for my problem

#

its just... idk, he targets beginners. But he also expects them to know some stuff already.

frosty garnet
#

that's understandable
i don't really go to his vids to learn completely new stuff, but mostly just stuff that i don't know completely, or need a refresher on

#

or stuff i just didn't learn in school

static field
#

but the problem is that people watch his videos, and when they try it out and it doesnt work or it doesnt work exactly the way they need it. Which in most cases deviates from the video they end up getting stuck

#

i don't really go to his vids to learn completely new stuff, but mostly just stuff that i don't know completely, or need a refresher on
@frosty garnet why not just read the documentation page at that point

frosty garnet
#

idk

#

i guess i just like videos better

#

i look at the documentation sometimes too

static field
#

i spend way more time looking at documentation, its all there and you can scroll through it compared to listen to some guy explain it

#

like if someone asks you smt you arent going to tell them to go watch a 20 minute video on it

#

I just send the doc page

hexed aurora
#

Is it possible, in unity, to make a mesh with cubes ? I mean doing the same shape as the screen I sent above, but using a mesh instead of a list of cubes

#

Or what should I use if it's not possible ? GWchadThink

static field
#

@hexed aurora so... voxel terrain?

#

or you wanna merge those cubes into one mesh?

hexed aurora
#

Probably voxels yes

sharp star
#

Its like its a flat plane following the cameras view

static field
#

im looking at that like "that grass looks great" and then I look at the box just standing there

sharp star
#

Which box? the gray annoying thing blocking my view? xD

#

Fixed it, It was Dynamic clipping on the editor camera

static field
#

@sharp star I meant the box that was probably your size reference

sharp star
#

Oh yea, I read somewhere that 2 unity cube height is about a persons height

hexed aurora
#

So, how do I render a voxel terrain ? Let's say I've got an 3d array with the voxels of a chunk GWchadThink How do I render this with unity ? I'm totally new about terrain generation and modelization. I heard a bit of vertices and meshes but that's it...

sharp star
#

The 2D grass has been a real pain in the back to get right and im still not happy with it

hexed aurora
#

(I need help especially about which tools or object to use that unity offers)

static field
#

@hexed aurora unity doesnt rly have much in terms of voxel tools iirc

#

that is, there probably arent any

hexed aurora
#

Well I mean, you could just use one cube for each voxel, or use a mesh, or vertices, idk

static field
#

usually its 6 planes that make up a box, where the visibilty of the plane is controlled by verifying if the block next to it is open to see if it needs to be rendered

hexed aurora
#

mh

#

i'll try doing that first then

static field
#

I gotta admit I was not expecting that to happen at this speed

#

unless you made that in the editor.

#

oh you did, its not coded

hexed aurora
#

yes It's not GWchadThink

#

i guess I could also do it in code instead of 7 gameobjects per cube

static field
#

you probably should, and I would make that controlled by a custom shader in the end as well

#

maybe even DOTS honestly 🤔 if you are up for it idk

#

@hexed aurora

hexed aurora
#

what is it ?

static field
#

its a new kind of system that can run multithreaded stuff. it might be good for this

#

but I would get it working first before considering it

hexed aurora
#

And wdym with a shader ? I never used it before too GWchadThink

static field
#

well, you can control the visibility of planes with a shader, its better than enabling / disabling stuff in the editor

hexed aurora
#

I tried creating 64*64*64*7 gameobjects, turns out it's not a good idea

static field
#

@hexed aurora I expected that 🙂

hexed aurora
#

Ok, for now i'm just filling an array with 1 or 0 to tell if at x, y, z coordinates, there's a block

#

If so, i'm placing a block. But what I'll do now is : if so, then check each neighbour blocks, and place a plane if the neighbour is an empty block.

static field
#

@hexed aurora you could store the data to be rendered in bitflags btw. you have 6 sides per cube so you need only 6 bytes. its more efficient with one object than an array per object

#

you just kinda flip them if they need or need not be rendered

hexed aurora
#

How can I create a plane directly in code ?

#

What I'm doing now is generating the terrain blocks in an array, then iterating through the array and determine which side of each block to render, and I was planning to create a plane for each side to display for now

#

Then whe this work, probably change it to a a single mesh that I modify by adding vertices or something like this

hexed aurora
hexed aurora
#

Okay, now, how to merge all these cubes into one single mesh ? Cuz performances are quite bad right now

glad pine
#

Then I would recommend working on your infinite scrolling and a simple object pooling system. If the performance is still bad after those two, then you might want to look into Batching (Combining) meshes or other optimizations.

hexed aurora
glad pine
#

Usually yep!

hexed aurora
#

okay then

#

I'm saving about 30fps GWchadThink That's a good start

glad pine
#

^Oh yeah, 30fps for 1 checkbox SIGN ME UP!🥳

hexed aurora
#

Ok it's more 50

#

Let's try with 128*128 map now

#

I've got another problem : when the character falls and touches the ground, he suddenly stops, instead of keeping walking

hexed aurora
#

Tried doing stuff with CombineMeshes GWchadThink

hexed aurora
#

But not bigger

#

Whenever I take a terrain too big, it messes up the planes coordinates GWchadThonkery and end up doing this

#

Ohhh, that's because the amount of vertices on a single mesh is limited to 16 bits by default.

#

Setting indexFormat to Uint32 works GWchadThink Thanks, stranger from the internet.

#

unintentionally flood a channel 101

runic vine
#

also how do i add water

#

and a better skybox

blissful pulsar
#

Cc

trim fog
#

So i want to build a pretty big terrain with a heightmap but if i just scale up the terrain when terraforming it gets a little wonky when trying to make small stuff. Is there a way to use a heightmap and make it out of a bunch of smaller terrains?

sharp star
#

Any advice on getting the highest detail out of 2D Grass textures such as PBR's on a terrain

hexed aurora
#

How can I assign a sprite to one plane of my combined mesh ?

#

Or a color, anything, but individually

#

i tried assigning a texture to the whole mesh, and each plane was displaying the whole texture, so I guess assigning different textures to planes is possible

hexed aurora
#

okay, so apparently, placing 1000 planes then merging them together into one mesh isn't very optimized GWchadThink It takes 1 literal second to load a chunk

hexed aurora
#

Imagine confounding plane mesh and quad mesh, and end up having 8 millions vertices instead of 20 times less in your terrain

ivory ravine
#

Hey, is there a simple way to get the Terrain grass to follow terrain normals ?

reef thunder
#

Hi everyone . When testing out the terrain system I realized that when I started painting textures suddenly my post processing didn't work and the same with my shaders.

hexed aurora
#

How can I use multithread to load a chunk ?

hexed aurora
#

Cuz the rendering of my chunks is pretty nice I think

#

But the generation of the terrain mesh for the first time a chunk loads is awfully slow

hexed aurora
#

halp

warm radish
#

@hexed aurora take a look at C# jobs for loading/generating chunks in parallel

hidden mirage
#

how do i Navmesh

#

i tried following guide but nada

drifting crown
hidden mirage
#

ok :3

ivory ravine
#

Hey, is there a simple way to get the Terrain grass to follow terrain normals ?
I'm still wondering for a solution to this. Anyone ?

desert sun
#

@ivory ravine you can find only Paid solutions i think.

green rock
#

Hey lads, i have a lil problem here, you see my trees is too big so i scaled it down to 0.15 as you see there (the smallest one) but if i use the terrain/tree painter, the tree goes back to its original scale (the biggest one in the background), how do i fix this?

neon gorge
#

Anyone know how I can sharpen the view so I can see small terrain changes from further out?

I'm working on a default 1000x1000 terrain, and trying to paint in terrain level changes of 1-5 units. While I'm holding down left click to paint, it sharpens the changes so I can actually see which areas have been painted on. But as soon as I let go of left click, it all looks virtually identical. I can't see what I'm doing.

warm radish
#

@neon gorge you can try changing a few things in the settings tab of the terrain inspector

  1. enable "draw instanced"
  2. set "pixel error" to as small of a value as your setup will support without dropping a whole bunch of frames
  3. you could also try increasing the "base map dist." value so that the base maps don't take over for rendering until the camera is further away from the terrain

usually the first two steps will get you what you want

sly idol
#

just a bumpy road in the mountains

teal night
#

@sly idol the grass over here

#

looks a bit off

#

I would give it a solid 8/10. Lighting would bump that up to a 9.

#

to add onto about the grass

#

the grass tint could change

#

maybe to a dark green

sly idol
#

Hmm... Well yeah, i could change the gras to be a bit more dark

#

although i dont know how well will it look with other part of the same map. Lemme send a screenshot

#

i'm not an expert in terrain designing but this just doesn't look good to me. Any ideas on how to improve it? I think that what's partially killing it, is the short detail render distance

#

Any idea what would make it better?

jaunty gale
#

Which procedural terrain gen plugin do you guys recommend

cunning plover
#

@sly idol you could replace the rocky parts with actual meshes. you always end up with it looking a bit too smooth with a heightmap

sly idol
#

hmm... Migth be a good idea. Do you know any package with nice rock/mountain meshes from Asset Store you could recommend?

vagrant maple
#

also add ambient lighting

#

shaded parts look too dark

jaunty gale
#

Does anyone use Gaia Pro

#

Is it worth it

rocky peak
#

do tilemap questions go here?

teal night
#

no

crimson heath
#

does anyone have an idea, how to approach a very simple moving grass in just black for a 2D game? Right now, I have something like this:

#

i was thinking about letting that move and now I'm trying to approach this. I'm not sure if I should use a 3D shader and just have the 2D Sideview on it.
I think sprites wouldn't achieve the desired effect

olive nexus
#

This is a way too big chunk in my opinion,

or you want it to be that big.
but wouldnt it be more sufficient to use the usual grass size you can also paint with the terrain?

warm radish
#

@crimson heath you could do it a few ways but they all would use similar ideas. main two being you limit movement based on height and offset something (vertices or fragment samples) based on some noise implementation

sly idol
#

how to make it look better? note: i know literally nothing about making good terrain, i'm a programmer, not a terrain designer so...

warm radish
#

@sly idol what are you using for grass?

sly idol
indigo geode
#

this took longer than I would like to admit but it's a cool starting point for players for procedural land

#

based off bcrooks234s post on reddit I thought it would be a nice little addition to my landscape generator

frosty panther
#

I have started a new project. And it is the first time working on something of this scale, so I would really really appreciate if you guys could give me some tips and ideas. This are my pain points:

  • The 25 sq m tiles (the city models are mostly square tile with details) make it really hard to build something organic. Should I break up the city parts and place them on more natural roads? But this would mean for me to create new models (streets, pathways, ...) because syntys models for cities are a lot based on these grid tiles.
  • Do games like GTA also use grid tiles or what other approach is there?
  • Should I go with the little more detail rich terrain or stick to mono colors?
  • Should I go completely with mesh based design and ditch unitys terrain?
  • The village on the rightyou can see syntys grass texture clash a lot with my terrain. Removing the green models would essentially mean again removing pathways, streets, ... Because the grid tiles contain a lot of the details that make the village a village.
  • Finally if any resources (books, videos, ...) come to mind that explains the process of how people in the industries would do it, please share them.

TLDR: I am really struggeling to find a way to go forward

#

here you can see what i mean with grid tiles. All the details like pathways or street decals or the street curbs are part of one tile

rose sentinel
#

hey so i know its not really code related but my character is a cylinder and my terrain is low poly so its hilly and stuff, basically i have a ground check at the bootom of cylinder. is there a better way to do this? player cant always jump

rancid thistle
#

I have the same problem. Haven't found a fix yet

placid harness
#

@rose sentinel @rancid thistle Would it work to get rid of the separate ground check at the bottom and just make the entire cylinder a collider and check if it’s in contact with the floor? That way if the cylinder is on a slope and only a corner is touching the ground, it’ll still register?

#

You’d just have to make sure cliffs, walls and any other vertical structures have non-ground tags.

sage stag
rose sentinel
#

hey guys, so when i have my cylinder on a terrain, the bottom part of it falls throught the terrain
it has colliders and everything

sage stag
#

Expand on what you mean by the “bottom part”

bleak trellis
#

Hi guys, how can I set my terrain not to flicker and to be a ball? (MSG me or write in this Channel!)

fiery haven
#

Anyone here working on a terrain for a mobile device? Just seeking some advice on, how big can it handle. 🤔

mossy swan
#

Is there no way to stamp a circular shape into a terrain? I'm trying to make a circular terrace, but it comes out with these huge jagged edges. The heightmap resolution is 4097 on an 8192 terrain.

glad pine
#

@fiery haven Terrain does have limitation when it comes to working in mobile. It also highly depends on what you're trying to get out of the terrain system for your mobile application.

#

@mossy swan Is that after terracing? What are you using to perform the terracing?

mossy swan
#

@mossy swan Is that after terracing? What are you using to perform the terracing?
@glad pine No, I just use set height and used the circle brush, setting the height to 2 units below the surrounding terrain.

#

Although, using the terrace tool seems to have the same effect.

#

It is smooth on some sides and very jagged in others.

#

This is a better screenshot:

glad pine
#

I'm curious if it's because noise is being introduced with such a high resolution.

#

@mossy swan Do you mind trying with a lower resolution heightmap?

mossy swan
#

Hmm, yes it looks like that must be the case. The odd thing is that I tried splitting the terrain into 4 chunks and the performance tanked on the scene.

hollow dome
#

how can i make this fit together?

glad pine
#

@mossy swan Hmm weird, How badly did it tank?

#

@hollow dome What do you mean by "Make this fit together"?

hollow dome
#

@glad pine I mean like make it look flush and together, my aims to build an fps map with trenches running through but I can’t figure how to either make the slopes so sharp that the wood wall just sits in front or if there’s some weird method I’m missing

desert sun
#

@hollow dome there is two ways:
A) increase resolution of terrain heightmap for more detailed terrain mesh.
B) do a 3d model with planar shader that will math with your ground and wooden wall

drifting crown
#

@robust vale Please don't cross post.

robust vale
#

@drifting crown i posted it forst in VFX, but thought i would be more fitting here

#

can i post it here?

#

or do you think vfx is more fitting

drifting crown
#

@robust vale Sure, repost it if it's better suited here.

robust vale
#

Hey. Does anyone know how i can use a .raw file in a VFX graph?
Basically i would like to use the Heightmap of a Terrain inside my VFX graph, but i can only import and export .raw file directly into a terrain. I tried to create my own texture from the Terrain by using Terrain.SampleHeight() and saving them as colors, but colors have only 8 bit precision or 256 in decimal, which makes my heightmap VERY chunky. I need that 16bit precision from the .raw Heightmap export, but i can only make unity textures with SetPixel() which takes a 8bit Color. You see where my problem lies?
So can anyone tell me how i can get from a 16bit .raw file to a 16bit texture in unity?
[16:48]
i already tried to increase the precision from 255 to 1024 by seperating the rgba values into 256meter steps, but a precision of 1024 is still nothing compared the the precision of 16bit with 65535

rustic delta
#

how to texture paint straight lines?

hidden trail
#

@mossy swan usually that issue relates to color bitdepth

#

especially with grayscale bit depth is super important

fiery haven
#

Hello friends, I'm currently looking for some opinions in regards with using openstreetmap.org, has anyone here ever used it?

barren spire
#

Can a nav mesh be baked onto a non-flat surface?

sharp star
#

So what I have done is make the main course grass using Probuilder to make the diffrent sections and then applied a substance grass material with a seacondary normal map to add the idents in the ground. I just need know how to be able to somehow add a 2nd material or something to the geomatry

rose sentinel
#

anyone know what the problem is ?

#

or rather the solution to the problem of the flickering(?) textures

sharp star
#

Might be lighting bias need changing or duplicate model

wild gale
#

What's the best way to make a flat and low poly landscape with a hill or two (something like pokemon) ? I've been doing research but I'd like to ask people what's their best practices?

dense parrot
#

Use a plain and model it in a 3D software like blender

maiden oyster
#

hello, here I am starting on unity but the problem being that after having made my ground I would like to add texture to it like grass but when I listen to nothing it is impossible to add anything.
I'm on the version; 2019.4.4.9f1

glad pine
maiden oyster
#

yes, i do that but nothing happens

glad pine
#

Are you selecting the layer before painting? Also if you're painting with one layer you won't be able to see the difference

#

Do you mind taking a screenshot of what layers and parameters you have?

maiden oyster
#

I send this to you when I get home

static hornet
#

hello, how do i generate a terrain based on a height map?

#

i tried looking it up

#

it told me to get an external tool

#

i treid doing it myself

#

it didnt work when i put it in height map section of terrain

#

okay thank you

#

i just want a quick valley for a prototype, ya know

#

dont have time to design it

glad pine
#

Gotcha, that should do what you need. You might have to adjust the Terrain Height and Tile Height Resolution to get the fidelity you want

static hornet
#

@glad pine what you recommended seems to not exist in my package manager?

glad pine
static hornet
#

thanks

static hornet
#

i cant import .raw files

#

and it doesnt show the option to not use .raw like your image you sent me

#

@glad pine

glad pine
#

Sorry about that, I'm on an internal branch that hasn't been released to the public yet. What I recommend doing instead is exporting the heightmap as a .raw file.

#

Then importing it in

#

@static hornet

static hornet
#

i was trying to

#

it doesnt show up when i import a new asset

#

only shows .png's

glad pine
#

The files don't show up in your project folder or when you try putting the .raw file as the input in the HeightMap Import section?

static hornet
glad pine
#

Try finding it by clicking the 3 dots to the right of where it says "Select Heightmap File" inside of the toolbox

static hornet
#

okay i got it to work i think, thanks for your help

glad pine
#

No problem, enjoy!

static hornet
#

Well, there is one problem

#

its not smooth

#

its very "voxely"

#

is there a way to apply smoothing?

#

there is also a black wall for some reason

#

@glad pine i apologize that this has gone on for so long, your probably bored of this4

static hornet
#

alright i would have been done by now if i did it by hand

#

im just going to do it by hand, i guess

naive jungle
#

does urp support the terrain system? I couldn't get textures to work...

rose sentinel
#

Hi I Want Asset For Beginners Level Design Include: Texture Brushes Thanks

warm radish
#

@static hornet do you know whether the texture is 8-bit or 16-bit?

static hornet
#

im not sure, but i just did it by hand

warm radish
#

@naive jungle yes it does. could you share more about how textures didn't work for you?

#

@static hornet you did this in unity? created the heightmap, i mean

static hornet
#

yes

#

no, i found the heightmap

#

on google images

warm radish
#

gotcha

#

when you imported the heightmap, was there an option to set the bit depth of the image?

static hornet
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i dont think so

warm radish
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ok. there's an info box when you import in the terrain tools toolbox. does it say that the bit depth of the image is 8-bit or 16-bit there?

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if it's an 8-bit texture, you will probably have to apply some smoothing to the image which is unfortunate. maybe you can manually attempt to apply bilinear filtering to texel values in a new image as well using a shader? i'll try to find some more info on that

static hornet
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sorry im not sure, i dont have access to my project right now as it is on my other computer

warm radish
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ok np. when you get the chance, let us know!

devout brook
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like, any given point of the terrain that's above 0 height will zfight with the planes no matter what height it actually is

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oh nvm I think I figured it out

warm radish
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could you share a gif or video?

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ok

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lol

devout brook
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I screwed up my lod groups

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was scratching my head on this one for an hour lol

rose sentinel
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Can someone help me design my Low Poly world? I have all the assests, I just need help putting it all together.

past cove
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@static hornet the black wall can be caused by the image being the wrong size; unity expects a power of two plus 1.

low whale
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@static hornet there was a version of Unity that had a bug and it would make the terrain look like that, I hope you don't have that one

static hornet
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Guys im no longer using unity, im making my own 2D game from scratch, so this terrain thing isnt a problem anymore

dry harbor
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How do I cancel baking whenever I edit my terrain? My laptop lags like crazy when it bakes. Everytime. Is there a way to disable baking temporarily?

wraith urchin
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just disable auto generate if you're talking about lighting

dry harbor
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I'm not. I'm talking about terrain.

glad pine
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What's being baked on to the terrain. I would assume it was lighting which is a common culpritwhen it comes to slowed down performance when making changes within the editor scene.

dry harbor
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Well then, how do I disable baking??

glad pine
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Lighting Tab > Bottom of the tab you should see "Auto Generate"

dry harbor
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I didn't mean to be so yelling. Sorry.

glad pine
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Make sure that's unchecked

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Windows > Rendering > Lighting

dry harbor
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Where's the lighting tab? I'm using 2018 LTS-- Oh.

wraith urchin
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you just said you're not talking about lighting tho 😔

glad pine
dry harbor
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Hmm... The terrain paint doesn't seem to work now...

glad pine
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Did it fix the performance issue? You might want to try restarting the editor.

dry harbor
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Wait, oops.

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I just realized that I was on Paint Texture.

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😂

glad pine
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Happens to the best of us 😆

dry harbor
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Ikr lol

glad pine
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Is your performance fine now?

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Thanks for the Hasty response @wraith urchin. Always appreciated 😁

wraith urchin
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np

sharp star
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I am making golf courses and I am modeling the grass as I cannot get the sharp grass edges using the terrain system.
What would be the best method to add grass imperfections such as dirt marks, Dead grass and such

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PGA TOUR 2K21

Would anyone know how to grass in this was made or any idea's. They used Unity as there game engine

desert sun
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@sharp star well you can try to use HDRP with apply on mesh mask texture and to each RGB channel of mask texture assign right materials

sharp star
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Thank you, We are using standard unity for the project and I have no say I am afriad to upgrade it to hdrp

desert sun
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well then try to do/find a custom layerred lit shaders

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its should be exist somewhere in asset store

sharp star
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needs more*

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I was thinking dirt decals might work

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At the moment I am using a substance grass material ontop of a probuilder model to make the grass and then applying a 2nd normal map to add the dents in the grass

junior harness
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My protip for creating loop-free procedural noise is stacking noise on noise on noise.

Use prime numbers for your frequencies, and it'll prevent things from ever looping. You still have to mix high/medium/low octaves to get something to look nice, but the technique works!

sharp star
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Does Unity have a method of layering 2 materials or more on top of each other with some sort of opactiy on one of the layers

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I would use poly brush but the only problem is that my materials have a height map on them as well which gives the grass a more realistic none flat look and polybrush only has Albedo and normal map inputs

sharp star
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So I tried the decal method but then everything lags when it gets to big

sharp star
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Sorted out the problem, Was more simple then I thought it would be. All I had to do was add a 2nd material to the inspector and make sure the material was a png and set it as a fade in render

pallid fern
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remember can turn it off in editor

drifting crown
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@strong gust Not an ad board.

violet glade
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What is the code for procedural generation for c#?

rose sentinel
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@violet glade gotta use a noise generator to play around with your meshes