#⛰️┃terrain-3d
1 messages · Page 17 of 1
Thansk 
I'm getting better at terrain! Now I need some help: How do I change the color of the trees?
Anyone knows how to make a minecraft style cubic terrain (non procedurally generated)
Not me.
Nevermind, I figured mine out.
Hello I am making a game in HDRP, how do I get trees in HDRP, cuz when I try to convert the textures from the trees from defaultRP to HDRP I get pink leaves, anyone knows how to fix this? thnx
btw I am pretty new to HDRP
i have a sprite and i sliced it, how do i change the height of it for my tile asset (2D game)
it's 9-sliced
I can do it in a sprite renderer, but not as a Tile Asset/Palette
Not related to #⛰️┃terrain-3d . But 9-slice is not for tile grid, you need to slice it as a sprite sheet and add as separate tiles to the palette.
Ty, sorry i misinterpreted terrain as tiles. Will remember that for next time. I see, makes sense, will slice it as multiple sprites/tiles in that case.
cool post on creating a custom terrain shader and applying different textures based on slope for anyone interested
https://halisavakis.com/my-take-on-shaders-cliff-terrain-shader/
I'm having this issues with my terrain. Does anyone know how can I avoid this behaviour? When I look into the horizon the ground gets darker.
@earnest drift enable lighting
Oh! thanks!
today i got stuck with terrain tool
can not make trees smaller
minimum number for height wasnt enough 0.01
it was still big and i got stuck with it 😄
i tried to change the prefab hight and still didnt work some reason
annoying
for now my only solution is to make terain bigger so dont get too big objects
but it was annoying we shoud lbe able to change that 0.01 to 0.001 or sometin else
Hi, I have an issue where if i try to rotate a 3D Object (either a probuilder or a standard one) then only the collider moves but the mesh stays in place. Im out of ideas on how to fix that :v okay this was due to the objects set as static
hello, is it possible to rotate the raise or lower terrain brush?
Any one else having issues with tree height not working? I'm placing trees, and they are all coming out at the same height (no matter how I set the slider bar).
@chilly fable try moving around the min and max controls on the tree height slider. it let's you define a range of heights when the random feature is enabled
@chilly fable Yeah. I have the same problem.
Does anyone know why my terrain's texture seems to have glare on it, as if it's smooth, in comparison to the leaves under the log there which use the same texture? I tried adjusting the smoothness parameter, but it does nothing, even if I set the specular color to white instead of black, which one would think would make things worse, but it does nothing at all.
I wonder if the terrain might be picking up ambient light the log isn't, or maybe its reflecting the skybox...
So it seems there may be a bug in Unity, or the documentation is wrong? I set the alpha of the diffuse to 0 in Photoshop for both layers affecting this region, and the specular highlights which I assume are what's causing the glare, were greatly reduced:
"A — Smoothness (Diffuse Alpha becomes Density)" <- This does not seem to be true, and the channel remapping, which should allow me to adjust max alpha to 0 to achieve the same effect with the mask, seems to do nothing, no matter which of the channels I adjust.
So it turns out because I'm using an older version of Unity, the documentation is probably not entirely correct since it's been updated for HDRP. The older documentation says the alpha of the diffuse is used for the specular, and if you select the terrain and click the gear icon, you can set the terrain to use the legacy specular shader, and as soon as I do that, things start looking much closer to expected:
So let me see if I have this right... If I try to play with the detail resolution on the terrain settings, Unity will erase all my work placing detail objects on the entire terrain, irrecoverably, and without any warning that maybe I shouldn't adjust this value if I don't want to lose all my work?
Cause I immediately exited my project without saving my scene, but all my flowers and grass placed over several acres of terrain are just gone.
Thankfully I was able to re-import the terrain data only for the demo scene I was modifying, so I don't have to start from complete scratch but it's kinda absurd that it is so easy to completely screw up your project without warning.
@chilly fable @dry harbor which versions of unity are you experiencing this on?
@sudden yoke This is normal, you can’t paint mesh with details... maybe it can be better if you use the rock in painting trees
anyone know a good package/asset to use for making terrains, like using a brush and things like that
The "Terrain Tools" package gives you additional brushes as well updates the old ones for sculpting and painting on terrains
@rose sentinel
You'll have to enable preview packages https://docs.unity3d.com/2020.1/Documentation/Manual/class-PackageManager.html
thx
Does anyone have a shader which can be used to place alpha mapped and lightmappable decals on terrains?
Specifically, I have some roads created with River Auto Material on a terrain, but the shader they used is not really up to the task in VR because the roads float a bit off the surface of the terrain out of necessity to make them render in front of the terrain at a distance.
I feel like there must be a better way to do this though than lifting the road off the terrain, but I'm not a shader expert.
However, I was thinking... what if you could tweak the Z value of the pixel you're about to write, to cause it to be written in front of the terrain regardless of whether it's slightly behind it, so the decal can sit flush with the terrain and LOD changes in the terrain which might make it go partially behind it wouldn't affect it, but hills and such having greater z depth would still draw in front of roads in the distance.
Or... maybe a vertex shader could be used to move vertices in the path to be closer to the camera the further in the distance they are, so that nearer vertices aren't moved away from he surface, but ones further away are so as to avoid those LOD issues?
How can i change position of Layers in terrain list?
Anyone?
@runic sand the best way i see it is replacing it with the position you want it to be in
quick question does anyone know why when I paint the terrain with a texture it leaves a white border like this?
@terse tusk how many terrain layers do you have on that terrain?
Hey Anyone know how to apply a color map correctly from an external software? It seem to be on a wrong rotation or something
Is it possible to replace certain trees on a terrain with another tree without changing the locations of said trees? I have a scene with a meadow with groups of trees, that's already been populated with objects, but I'd like to make it look like autumn, which means replacing the leaves on the trees with oranges and reds and I don't have the skills to quickly edit a shader that can swap only the leaf color, so I'd like to just make some trees with red leaves and some with orange and yellow, and swap them in as needed without potentially having trees clip through pre-existing rocks and plants and such already populating the terrain.
is there a way to turn of this terrain grid? it is extremly annoying to paint on it
not really a problem but how did it go from a cube to this
it probably has a parent that has a non uniform scale
and you rotated the child if not mistaken
unparent it
@marble sentinel in the Editor view drop down Gizmos, the wireframe should be somewhere there
Is there anyone that knows how to get a good height map for a terrain loction on lets say google maps? I have tried websites like terrain party but I need a lot smaller area e.g golf course and they do no provide a height enough detail heightmap
@merry elm thanks, i forgot that i had turned that on >.<
HELP! Does anyone know how i can find positions for new verts to create a hole in a sphere? The yellow point is one example of where I want my new verts... I have to translate the space somehow, but cant figure out how :S
perlin noise mmmm hmmm
For my survival game we're(me and my team) trying to allow the player to cut down trees but it seems our raycast isn't hitting trees that are painted onto the terrain. The tree prefab HAS a collider and tree colliders are enabled but the raycast never seems to hit the trees painted onto the terrain. The raycast DOES hit the tree however if we manually place the tree prefab instead of painting it onto the terrain
how can i lower the terrain past the base point?
make it taller in the first place
Does anyone know why my trees that I painted on the terrain change size when I modify the material of the tree prefab?
Because you're painting the prefabs of the tree on the terrain. The idea of a prefab is that you change one thing in the prefab for example: the material and if you save it will apply on all the game objects(including your painted trees)
You could look into prefab variants if you want more diversity
@tulip current
no, I just dont want the tree to be twice as tall when I apply a different material to the prefab
I dont quite get why it does that in the first place @dense geyser
maybe Im missing something obvious but the material shouldnt impact the scaling, right?
Hmm I'm not really into terrain but what it might be is that the prefabs that you paint are getting re-rendered for some reason and the brush tool has a scale modifier that may be reapplied? @tulip current
beats me :/ changing anything about the brush settings doesnt impact the height in any noticeable way
Trying to paint a tree asset onto a terrain keeps saying that it contains no valid mesh renderer.
I don't know what to do.
@violet rover we prevent painting below 0 on the heightmap atm due to some implementation reasons. best thing to do is what Peter226 suggest and raise the height, ie with the Setheight tool and then apply some negative height sculpting that way
@tulip current could you provide a short video or gif of the issue you've encountered? i recently reported a bug wrt painted tree scales getting set to larger values while undoing changes on an instanced version of the tree prefab. maybe these issues are related
@queen monolith what components are on the tree asset?
Just a mesh render I guess?
is there a mesh renderer and a mesh filter?
is there a root gameobject to the prefab that doesnt have a mesh renderer on it?
Yes.
There’s a filter and render on the child objects of the prefab but the parent does not have a mesh renderer.
ok. that's probably the reason. this may not be well documented. i'll follow up with the team in case it isn't.
for trees, it takes the first renderer it finds and it has to be on the root gameobject and ignores the rest in the prefabs gameobject/component hierarchy
I see.
we could probably make that warning more descriptive as well. i'll make note of that
no problem. sorry you ran into that issue
So should the asset be a single object as a work around?
it could be a single object or just make sure there is a renderer and mesh filter on the root gameobject that has a reference to the combined mesh
you're welcome
I'm working with Unity and I don't think I ought to use their terrain system because I'm trying to make an underwater city.
How should I approach it?
With segmented items and construct that in Unity or have one big blender file and import that into Unity?
what is the right way of subdividing a plane ?
i am making polybrush terrain but i need more detail.
@sage coral
Sebastian Lague made some tutorial similar to your need
Could you link the video?
I don't see one for level design, only terrain design
Has anyone made mesh generation with threads ?
Cuz I really need help for it right now 
@warm radish here's a quick video of what's happening
Ive tried replacing the material in the tree creator itself but the shader on those materials wont play nice with the tree creator and I suspect that thats the root of the problem here as well
hmm. ya it looks like it's just the leaves that are getting scaled. also looks like there might be some instancing issues? @tulip current do you mind submitting a bug report and including this scene/project as a repro project?
Can't do that unfortunately, it's a project for a client
ok. could you tell me what kind of material you are attempting to add to the tree?
Whats the best way to deal with foliage performence on the terrain tree painter ?
Am I doing something wrong, or is Terrain Set Height broken? Terrain Height is set to 600. If I place the Height to 250 in Set Height, it essentially caps out around 12. If I continually reclick the same spot, it keeps incrementing until it hits my 250, but does not do the 250 in one go.
Additionally, if I try to Sample the height. It gives me ~6m, but that is incorrect. For example, "250 height" right next to it's sampled ~6m height:
Lastly, it occurs no matter what. Both in 2019.4 and 2020.1, with and without Terrain Tools, and World or Local space.
I've got to be missing something, it does the same thing in 2017 and 2018 LTS in addition to 2020.2b6, and there's no way this could have been a thing for years but yet no one else seems to have it hit based on my searches? I even tried removing everything Unity and reinstalling, but still same results.
@vivid kettle which OS do you have and what is the graphics API your editor is using?
@warm radish Windows 10 (10.0.19041 Build 19041) and auto graphics api for windows is checked, so D3D11 I think?
Same thing happens on my laptop, except it caps at around ~6m and the sample always gives 3m compared to the 12 and 6 as my desktop. Same setup, Windows 10 and D3D11 (auto check)
interesting. ok thanks. will see if i can reproduce this
actually, i missed this part
If I continually reclick the same spot, it keeps incrementing until it hits my 250, but does not do the 250 in one go.
this is intended behavior for the set height tool
Okay so I was just missing something. I need it to get at that wanted height first, and then it will set stuff to the desired height as long as the brush is touching that same height right?
sorry, i might have misunderstood this question. the brush doesn't have to touch the same height in order to set the terrain to the desired height.
if you have the height value set in the inspector, either via manually entering or sampling in the sceneview, and then paint continuously in an area, the terrain height should lerp towards that target height after N number of frames (depends on your brush opacity and brush mask).
Awesome, so it's the lerp part then. I thought it would be instant (when opacity at 1) but I think we're all good now. Thank you so much!
np. we actually multiply the opacity by .01 (in Terrain Tools at least) before we perform the blit operation. if you really wanted to change it, you could download the package and modify the SetHeightTool.cs::ApplyBrushInternal function. There's a * .01f for _BrushParams.x. Just remove that or use a greater value
How can I fix the lighting on my trees? They're bright in the distance, then become darker as I move closer. I understand that they become darker when I move closer because of the shadowmasks, but I don't understand why, with light probes and occlusion probes baked, they're not more closely matching the light when I get close.
Anyone know how to disable terrain culling? I made a water shader, and Unity doesn't cull it correctly. Parts in view get culled (URP)
@rose sentinel yes, on Unity 2019 and 2020
update is always cool =D
I'm live in alpha/betas branches of Unity. Its funny and painful in same time 😛
@rose sentinel Not a support server, stop spamming. Have patience if someone has time or knowledge they will answer.
@placid hare it's the water getting culled, right? is it dependent on the terrain in some way?
@rose sentinel could you share a video or gif of what you are seeing in editor
@warm radish The water gets culled, yeah. It's not dependent on the ground terrain, but the water is itself a terrain.
After resizing a terrain collider, it looks like my player falls through beyond a certain point
the terrain mesh and the terrain collider are matched up to a certain point when the collider just stops
any ideas regarding the cause?
actually scratch that, looks like im getting no collisions on terrain beyond a certain distance regardless
so strange...
scratch that, not getting collisions on anything beyond a certain distance...
culprit turned out to be physics settings collision type "multibox pruning broadphase"
How usually big are MOBA terrain? 🤔
@warm radish I'm moving the vertices for waves in my shader
im so sorry if this is the wrong chat, but as someone who is ner, how would i achieve this affect, as an underwater
again so sorry for the bother
Is there any way of using texture height map data on Unity terrain?
Anyone knows why my camera preview is so blurry and extremely light? ( new to unity )
@floral trellis that looks like Fog. you can change those settings in the Lighting Settings window
Is there any way of using texture height map data on Unity terrain?
@sharp star do you mean for height blending on the material itself?
@warm radish I'm moving the vertices for waves in my shader
@placid hare by how much are they being offset?
i don't know of a way to disable the culling of terrain tiles of the top of my head. i'll take a look at that part of the renderer and get back to you. it may be that the vertex offsets are affecting it in some way
@warm radish At that part, up to about the size of a default cube. Gray plane is at terrain position for comparison.
Of course, the waves get a lot bigger the farther out you get, so the displacement will increase significantly
Thank you 🙏🏽 wyatt
Height map on material (0)
Height map on material (0.88)
Can I get this same effect on the terrain @warm radish
@sharp star not really. HDRP terrain material do not support that. but you can assign to terrain HDRP Layered Lit and assign splat map. but it supports only 4 layers/ materials
ah so something like parallax occlusion mapping?
Ahh okay thank you, Would there be any way of rendering large amounts of grass then?
Another question, How would I got about getting these sort of grass imperfections. I have modeled the grass so I can get the sharp edges and height diffrence but can only apply a single tiled material as the mesh is big
Imperfections like these
I am using standard unity btw
So uh, how do you do minecraft ? 
I've made a terrain generator, that's cool. But I'm using one perlin function, which is far from being realistic. My objective is to make a generator similar to cubeworld's terrains : large biomes with mountains here and there, some lakes and rivers...What tools can I use to generate these ?
For biomes Voronoi is probably the easiest, and as for the "base" height map I'd use merged perlins. But for random mountains and caves ? I don't see anything right now, since perlin doesn't do realistic mountains :x
ok i need to get a terrain, but its in the form of latitude and longitude and altitude/gps coordinates
how should i proceed?
it's in a CSV file
@hexed aurora you could try different types of noise. if you wrote the function yourself, try doing some post-operations on the noise domain. ie billow noise (more of a cloud-like looking noise) is an abs() of the noise domain if it's from the -1 to 1 range. might give you some nicer rounded features for caves. ridge noise which will give you ridge like features and is just 1 - abs(noiseVal). even running noise through a pow(noiseVal, 2) might give you some interesting features.
depending on the resolution of your voxel representation, you can try warping the positions that get fed into your noise functions with more noise. this adds a turbulence effect. here is an article on it: https://iquilezles.org/www/articles/warp/warp.htm. iq has some other great articles on noise. if the voxel resolution is too low, domain warping might not affect the final output of the terrain very much and not be worth it relative to the cost.
voronoi or one minus voronoi (1 - voronoi) would be good for caves probably. there's also a type of noise called "chebychev" or "manhattan" which gives interesting terrain features sometimes for mountains
you can definitely combine different types of noise together. gradient or value noise fed into voronoi makes some really neat plateaus and stratification features ala the grand canyon and mesas
here's a video of sean murray talking about the terrain generation in no man's sky: https://www.youtube.com/watch?v=SePDzis8HqY. they used a bunch of different noises based on different domain spaces (euclidean xyz, gradient, height, etc) to generate their features. those domain values can be used to weight different features too and also attribute to your biome distribution ie as height increases, favor snowy biomes
simplex noise is also pretty good. has been used in many games
some noise examples for billow & ridge ^^
and noise being fed into a voronoi function for terraces / mesas
i am trying to trace over real world terrain with a textures and instead of painting exactly where my brush is it seems to paint with very linear edges only when i brush far enough onto certain tiles. why is this happening? is it because my polygons are stretched to big?
@lapis onyx are you hoping to make the terrain using Unity Terrain or something else?
i'm really not sure hahaha
lmao
would unity terrain work with that kind of data?
oh hahaha. sorry
its ok
i expect you to still answer the question! 😆
i originally was going to use python to convert the cartesian coordinates to a heightmap
then import into unity
but i honestly don't know how that's going to work with spherical coordinates and it seems incredibly inefficient because there's like 7 million points
ah cuz it's longitude and latitude?
by default they are flat and function on the xz plane for tiling and y axis for height
ah i see
ya maybe. you can make a sphere out of 4+ quads so maybe terrain tiles would work? you'd have to do quite a bit of custom changes to the shaders and custom collider generation probably. but we probably make a lot of assumptions when rendering the terrain that forcing it to be spherical may not be worth the trouble
do you want your terrain to be flat?
i guess that would be an ok approximation and it seems like that's easier?
sorry this is like my first time working in unity so i'm still catching up to all the stuff
@sharp star hey brother ive been using microsplat and vegetation studio which might give you the imperfections that you want with distance noise and detail noise. here is a close up and then a zoom out of something im working on
no worries
alpha, you might be able to compute the spherical coordinate mapping to tiles or quads. kind of like another set of UVs
@frozen zodiac , regarding your initial question, could you share a gif or video clip of the issue?
@warm radish yeah let me make one. ty for the reply
(threads would be nice in discord lol)
alpha, you might be able to compute the spherical coordinate mapping to tiles or quads. kind of like another set of UVs
you'd still load the data into a heightmap texture for sampling. basically uv unwrapping
ya
it might not be too bad? is the density of data the same per longitude/latitude?
maybe a heightmap would be enough in that case if it's from real world data
i'm not to osure since i haven't really gotten anywhere meaningful with the csv file
i would think so
mind sharing it? this one you could send in a pm
sure
thanks
@warm radish
thanks @frozen zodiac . what is your base map & control map resolution in the Terrain settings tab?
@warm radish base texture res is 1024 and control tex is 512. do i need to change those vars to higher? and if so what would you recommend?
ya possibly. it's gotta be a resolution thing based on the video. maybe to 1k for the control texture? you could also try increasing the scale of the base terrain layer you have there so it spans more control map texels per terrain layer texel.
brush size of 8 is pretty small. assuming your terrain size is 1k x 1k that's 512 / 1000 = .512 texels per meter. the painting will only affect the control maps if the texel is in the bounds of the brush. that's a pretty low density for pixels which is why the painting doesnt always modify the texture contribution
i think the limit is 2k for unity terrain control map resolution. at that point you start running into Undo problems because our memory budget for that is set pretty low
@hexed aurora here's a chebyshev and another cellular type noise and some other examples. a lot of it is really just "noise" so sometimes takes some fiddling with to get interesting results
@warm radish thank you so much for the input i'm going to start fiddling with it now
@frozen zodiac So I have tried using microsplat but after about a few weeks of using it, it caused more problems and set me back using it. I am also working mainly on 3D modeled meshes and not the terrain
So, i have a terrain and whenever i move my player forward, the player abides by gravity and starts to fall.
How do i make my terrain a solidbody?
I have added rigidbody to it
It looks like this from below in the scene view
Any help?
Thanks for the big message
But i'm already struggling with perlin, when I'm displaying the noise, there's a grid pattern that shows up at higher scales
Is it intended ? Wikipedia says something about grids but I don't really understand 
Every integer on the perlin plane is the center of a square, and the further the point you ask for is from an integer, the more "noisy" it is ? Which explains this grid pattern ?
It apparently is so
Can somebody tell me why my flowers that are detail meshs shake like crazy while the grass texture waves normally?
i guess that has to do with the shader unity uses for detail mesh?
PS: i use unity 2020.1.0f1
@marble sentinel the reason why it's grass is waving is because of the wind settings
but why is it waving differently from the grass texture?
idk
i thought the wind settings are globally
well not globally but at least "globally" for eveything on the terrain
@marble sentinel do your detail meshes make use of vertex colors at all?
@hexed aurora nice! that's lookin good
@warm radish i don't think so. is that important?
i looked up vertex colors and how to paint them on my meshes and that did the trick thank you wyatt "vertex color" was the hint i needed to fix it ^.^
sadly blender seems to not support painting other vertex alpha values then 0 or 1 or i am not able to find out how. well thanks anyways now i have at least semi realistic steel flowers instead of crazy rave party flowers
seems like you "can" paint between 0 and 1 but you have to write your own shader to make it visible since thats on the low end of the road map >.<
Not sure where to post this but I am getting a issue where all of a sudden some of my foliage materials are going huge and spawning on most of the screen, I found out which onces were they but I don't know how to fix the problem without removing them
Its only doing it in gameplay as well
Okay, it seems to only happen when static batching is enabled
Is it possible to have a floating island terrain on top of/partly overlapping another one in the vertical axis? I would be fine with using a scaled model or procedural mesh for the under side of the terrain.
i.e. something like this
Can I paint trees directly on to a custom mesh?
I did not use unity's terrain system to make the map
Hey there @zinc acorn, the current out of the box terrain system isn't capable of doing what you're looking for. I would recommend looking into creating meshes for the bottom half of the island.
Hey @sudden yoke, both Paint Details & Paint Trees require you to use a Terrain.
so if I made a custom terrain anywhere else, I will have to place trees and grass individually? @glad pine
Current tease of my horribly unoptimized procedural planet generator
It’s in Alpha
I’m aware the terrain gen isn’t super realistic haha
Is there any way of painting multiple trees on a landscape without them overlapping
Poisson disk sampling would do it, but it’s overkill
Hi i've done a tree in blender and i've applied a material based on URP --> Nature --> SpeedTree7 (and 8) shader. Now im trying that the leaves moves with wind with the wind zone component but they doesnt move, what should i do?
@slim wing increase the heightmap resolution
not sure
but if not mistaken it will reset your entire terrain to a plane if you change it
so use it with caution
anybody know if there is a way / workaround to get a "super smooth brush" which kinda converges the terrain youpaint on until it reaches a perfect gradient? i know the terrain works with height textures but to visualize what i mean: i want to slowly converge the faces all from there current random normal direction to an average normal direction to make the perfect smooth ramp.
@sudden yoke Yes, unless you create a placement tool or possibly find one on the Asset Store
Ah, that's sad, thank you
@slim wing It won't increase the resolution of the brushes and you don't have to worry about it flattening the terrain. It's nondestructive when increasing resolution, though you'll lose details when decreasing resolution.
ok thanks
im kind of worried about the resolution of the brushes though as the terrain seems very low resolution
to a point where it can leave visible corners when changing terrain height
@marble sentinel I'm not sure I understand your issue. I recommend trying the terrain tools package which has a Smooth Brush. This brush allows you to finetune smooth parameters to your liking.
https://docs.unity3d.com/Packages/com.unity.terrain-tools@1.1/manual/getting-started-with-terrain-tools.html
@slim wing Are you using custom brush masks?
no just the standard ones
also for some reason my inspector tab just goes blank whenever i close and reopen the project
@glad pine the link you posted says i should get the "Terrain Tools" but when looking it up in 2020.1 it isn't in the package manager. or is that already this smooth height feature:
@slim wing The brush resolutions shouldn't be an issue if you're using the standard ones. The inspector tab will go blank if you don't have anything selected within the editor
because that Smooth Height feature just refuses to do anything after you hit a certain "smoothing". there are still bumps in the ground which this smoothing doesn't remove anymore but they are big enough to be quiet visible when walking over them
the issue im facing is that the brush is this size when set to 1 when i want it to be smaller
you want it to be smaller then a pixel?
and modifying the terrain makes it look very low poly
i dont want it to be smaller than a pixel i want the pixels to be smaller
If that makes sense
@marble sentinel You'll have to enable preview packages first to see it within the package manager for importing
https://docs.unity3d.com/2020.1/Documentation/Manual/class-PackageManager.html
in that case increase the height resolution and lower the terrain saize @slim wing that way you have bigger height maps with more resolution which are smaller. i think that should fix the issue you are facing?
actually if i made everything there twice as big the pixels should be half as big right
technically yes but that will mess up some physical based settings as far as i know
uhm that looks quiet weird. no idea what happens there o.o
adjusting the texture resolution seems to help
Still looks low poly
- the minimum brush size is now 2 instead of 1
i mean there would probably just be the option to not use a heightmap , just use a texture and shape the terrain myself
which would take a lot more time
The issue at hand is you're trying to paint a tiny piece of a huge terrain
so would the only option be splitting the terrain into smaller parts?
since i have seen games with similar map sizes but very high resolution looking terrain
I would recommend doing just that
thats gonna take a while
You might also want to look into Terrain Toolbox as there's a tool which can split up the terrain for you
good to know thanks
No problem!
After you import the package go Window > Terrain > Terrain Toolbox > Terrain Utilities > Terrain Edit
👍
@glad pine sorry if i am a bit stupid today but after i imported the "Terrain Tools Sample Asset Pack" the guide mentions a "Download Asset Samples from Asset Store button" which doesnt exist
is that guide outdated?
since i already got some new canyon brushes for example
hm what a shame. so there is no other Smooth tool 😦
Does the terrain tool smooth not do what you need it to?
it does somewhat but not good enough
Hmm, do you mind explaining to me what the issue is again? There might be another solution I overlooked
i have this road and when walking it up the camera stutters which i guess either comes from my really bad character controller or the uneven ground
and i often stumble across the problem that i can't create smooth ramps
maybe i am just picky >.<'
Hmm, you might want to try the Bridge Tool Sculpt > Bridge
Also a user created their own brush using the bridge tool for sculpting paths. This might also be an alternative https://forum.unity.com/threads/please-add-this-path-tool-to-the-unity-terrain-tools-in-the-next-version.981720/
oh my god O.O that looks awesome
i was stupid... the thing i installed was the "Terrain Tools Sample Asset Pack" but not the "Terrain Tools 3.0.1-preview
Ahh, you definitely need that. Again not stupidity, bad documentation/instructions on our part
oh look! the Smooth Height tool is now way more precise and efficient and it got rid of all the little road bumps xD
There ya go!
i will still check out that road tool because it looks really really good especially for small mountain passages
just from seeing it i'd like to have it built in ^.^
Thanks Barrington ❤️
just from seeing it i'd like to have it built in ^.^
We'll keep that in mind as we continue to improve the User Experience of Terrain
No problem Shasra,
Keep making some cool terrains and I appreciate you helping the community out as well!
i try my best but i am sadly also quiet unexperienced so my help is often more missleading 🙈
oh one more user feedback. thanks for making the dark mode available for everyone ^.^ my eyesight and i thank you from the deepest of our heart
lol, I'll pass the message along to the team
thanks 😄
is there a way to make terrain lowpoly in unity?
@fallen spire It certainly would be nice to have it built into the terrain system, but no you cannot make the terrain its self low poly. There's two things (that i can think of) that you can do... Read the heightmap from the terrain and generate a mesh from it and make that mesh low poly), or the other way - make a shader that can sorta give the illusion of low poly by messing with the normals so it makes it flat shaded. It won't degenerate polygons, but it will give the faceted look.
@rose sentinel ahaa, I see... Well thanks for the info! But I will probably make terrain in blender or something if thats the case.
There's a cool asset that can do it for you though, it'll generate the LP terrain, make LOD's, texture blending so the verticies look awesome, it's called Polyworld.
Oh ok! Thanks man!
There's also - I haven't tried it so can't vouch for it as it's $100 I believe. But it's an actual low poly terrain system that works like the Terrain in Unity. There's no video on the asset page, but I believe it's 5 Star Rating
45 euros! jesus christ yea I will stick to Blender thank you very much! XD
There's another one called Low Poly Generator, not sure if it's cheaper. But prefer Polyworld myself.
18 euros... That might be worth it perhaps. But Im working on a TFPS and it would be better if I spent that money on SFX, since I have no idea how to get high quality gun sounds
Yeah I hear ya mate. Good luck with your game 🙂
Thanks!
Is there no way to paint terrain height and such in full window mode? It's just easier to see when I make the scene window maximized. But the moment I click on another terrain Tile I have to backout and hit activate this inspector. Kinda annoying, don't have to do that if the window isn't maximized.
hello. I'm making a mobile endless game. A simple terrain is generated. I need to block the player from falling out of the map. first map is desert themed and I can't figure out what should I add as a wall. For now I just have a wall but it doesn't make a lot of sense imo. Any ideas? cactuses are already obstacles
Perhaps box colliders?
wrecked cars and blm protesters
Is there no way to paint terrain height and such in full window mode?
@rose sentinel not at the moment. There's potential for addressing this issue soon in future editor versions but depends on our planning discussions
Does using a floating inspector window function as a workaround?
@warm radish is there a hotkey to do that? If not it'll get kinda inconvenient to click and drag, move window around, etc.
Haven't tested that yet, but let me try anyways to let ya know
Yeah it does work though
But out of curiosity is there a reason the issue pops up? I mean something tells me it's not something simple or y'all would have already taken care of it I'd assume.
What happened to the "add terrain texture" in 2020 unity?
It's terrain layers now. Right Click > Create > Near Bottom > Terrain Layer.
Hi, I've just downloaded Unity 2020.1.10f1 to try to make some terrain while following some tutorials. I've downloaded and imported the Terrain Tools as well as the others assets needed and I'm stuck on 2 points :
1 - I can't find the "Stroke" section underneath "Brush Mask" in my Terrain->Raise/Lower Terrain section. I just have Size and Opacity there, no rotation, spacing, scattering or jittering.
2 - The shortcut presented A S & D to change the strenght/size/rotation of the brushe aren't working by default, and I cannot configurate shortcut in this manner (1 key+mouse) in the shortcut edit window (I can't even find a shortcut for rotation there).
Do I need to download something else? Is there something I need to activate/configure in Unity to get those shortcut working and see the missing option?
Thx in advance for helping a newbie.
Hello @radiant kiln, It sounds like the Terrain Tools package wasn't imported properly.
- Do you have any errors in your console?
- Do you mind trying to reimport it?
Hi, @glad pine. I do not have any error appearing in the console & when I try to reimport the package it says "Nothing to import! All assets from this package are already in your project."
@radiant kiln what is the exactly name of the package you imported? i did the mistake that i downloaded the "Terrain Tool Example Asset Package" instead of the "Terrain Tool"
which gave me some new brushes but not the features i originally looked for^^
Yep^
A simple way of checking is to go Window > Terrain. If you don't see a terrain option then the package is most likely not imported correctly
I'm assuming you did the same thing as Shasra. You only get the "Nothing to import..." when importing the Sample assets, not the Terrain Tools Package
Speaking of the Terrain Tool: you can set the range of things like brush strength and size, which by default is 0.01 to 500.
Now my problem: if you change that to like 0.01 to 100 (which is more then enough for what i do) and then enter and leave play mode or switch to a different brush, it resets the range to 0.01 to 500.
is there a way to stop it from doing that by set the "default" range in a setting to either a fix value or to the last values i used?
In the 3.0.1 package version there isn't a simple fix. Though, we'll have a update coming out shortly that fixes the issue.
Hey guys im kind of confused. The Terrain Tree tool wont work with the URP. Goggle doesnt realy help me, the most "solutions" are to update the materials . That works ... till the next update of the tree. if its updates the materials break again
@marble sentinel Welp that was it. Now I feel dumb. ^^' Thank you for your help, I can't believe i missed something that obvious.
don't worry i made the same mistake like yesterday. we are dum together 😂
@marble sentinel and @radiant kiln Do you mind sharing the tutorial you two used for importing the package. I think the issue arises from the lack of good explanations.
@glad pine i haven't used a tutorial. the problem simply derives from the fact that the "Terrain Tool Example Asset Package" is not a preview package. so you will always see it when looking for it. and since there is no other package, user think thats the right one. but since the real terrain tool is preview package, you have to enable the Enable Preview Packages in the settings, which is not enabled by default so when you are in a new project or not as experienced, the real one doesn't show up but instead you have this "decoy" example package that misleads you to think it is the right one
Gotcha, did you initially try importing the package from the web and ended up getting the Sample Assets instead?
what do you mean "from the web"? the asset store or via things like github?
Yes, I'm assuming people are googling Terrain Tools Package which sends you to the asset store to download the Terrain Tools Sample Assets instead.
yes that was the way how i first tried it
ah wait
my "real" first attempt was to get it via the package manager, but i haven't seen it there (due to the fact that i forgot to activate the preview packages inthe settings), so i thought of looking at the asset store if i have to download it from there. like back in the days when you had to download some other unity standard assets from there as well
and there i found the Terrain Tools Sample Assets that i downloaded
english is not my native language so from times to times i get insecure if the thing i found really is the right one but since it was called terrain tool, i thought thats it
in the end it was your comment about the Enable Preview Package to see it, was the hint i needed to get things going. no other tutorial used ^^
Ahh that makes a lot of sense. The visibility of Terrain Tools is not the greatest. It's hard to find it if you don't know about preview packages. That's something we're looking into improving. Do you mind me asking how you learned about Terrain Tools in the first place?
Hi, I'm new to the terrain system in Unity and I am confused... Idk why, but my grass seems to have some pixels floating above the actual grass, but thats only on the terrain. If I use a mesh and attach a material with this texture it seems normals... Does somebody now a fix? ^^
i sadly don't know a fix erdopfi, this looks a bit like bleeding but i don't know if that even is the problem here
@glad pine i don't know anymore sadly. i can only guess myself, but most likely through my former professor who mentioned it a long time ago
question about making grass using the terrain detail editor
should I actually use it?
Or should I make like a grass object
caues I want my grass to be able to be stepped on and stuff and I wanna be able to use shader graphs
Hey @crimson stream the artifacts you're witnessing is most likely from your texture not being clamped. Try selecting Clamp for the Wrap Mode of the Texture Import Settings
@lost wigeon Detail editor doesn't support Shader graph materials. Your best bet is to create grass objects and place them.
Hey @crimson stream the artifacts you're witnessing is most likely from your texture not being clamped. Try selecting
Clampfor theWrap Modeof the Texture Import Settings
Thanks for your help! I already figured it out, somehow I also had to put the Max Size on the actual size of the texture, but now it's working perfectly fine ^^
Good to hear!
@glad pine thanks! I will do this, but I wish it did have support for it.
@lost wigeon We're working on integrating shadergraph support specifically for painting details.
Awesome!
WOuldn't heightmaps lose detail if they were scaled down to 1024 by 1024?
mine is 1277 by 1277
I'm trying to get my grass/flowers to blend in with the ground material of my terrain. Is there a way to have the bottom of the grass and flowers fade out?
@rustic valley yes you loose some detail but you should still do it for performance sake. If not mistaken unity works with x^2 so even if your texture / height map is only 1277,unity handels it as if it is a 2048x2048 texture which in return means for performance you waste a lot of space. So either go to 1024 and loose some detail but increase performance or use 2048 and polish your height map to have even more detail but the same performance.
But I am not 100% certain about that. Maybe our lord and savior Barrington can tell us how things are 🙈
What is the recommend terrain add on?
Is there a particular reason why the unity terrain tools package as a preview package should not be used for production? Or is it viable?
@weak copper what do you mean by that?
@weak copper Terrain tools as a package is still in the earlier stage of development and doesn't meet the current standards necessary to be identified as a Verified package. You shouldn't have issues using it in production though you might run into bugs.
@rose sentinel Terrain Tools is a preview package that improves the user experience of Terrain Painting/Sculpting/Editing.
Learn more about the Terrain Tools package here in this blog post: https://ole.unity.com/TerrainToolsPackage
This is the Asset Pack we used for the sky in this video: https://ole.unity.com/TimeOfDay
The Terrain Tools package contains brand new sculpting tools and a collection...
Do you like/recommend the terrain tool?
Yes, I'd recommend it
So I have an idea for game kinda like skyrim but you are not the only hero
Sounds interesting, I'd play it.
why do my tiles keep getting messed up like this? (I tried both putting the parent and one by one)
oh you can ignore the second screen xd
See I loved skyrim but I hated that you could not play with a lan or group of friend online
Hey @solar rune, it probably would be best to ask your question in #archived-art-asset-showcase.
Lofi vibes...love it
A lot of great games are created from finding flaws in others
oh sure! I thought tiles would be more relevant to terrain 😄
It is technically world building, but the 2D community is great at helping out with tiling questions.
okay then thanks! 😄
@glad pine do you got a moment to chat?
Unfortunately I don't at the moment sorry.
That okay do mind if I add you I have some question about unity and making maps
Yeah, that's not a problem. You'll probably find better results asking in specific channels as well.
which channel would you say?
Depends on the question. Each channel has a different topic. I usually recommend trying to match the questions topic to the channel for the best results.
well terrain I would think would be for level creation
Using unity, the new terrain system. The material it puts on the terrain has a checkerboard all over it. I can create another material, with a shader of Nature / Terrain / Standard, but it has the checkerboard, too. And I don't see any options to change the material once I create it, no color picker, etc.
@glad pine Thank you for the answer!
height slider's gone, how are you meant to flatten to some static height?
@mossy badge does it show up if you increase the width of the Inspector window/tab?
@upbeat scaffold
Are you using the Terrain Tools package?
Hey, any help with Terrain's Detail Mesh?
I almost have the same issue as this dude:
https://answers.unity.com/questions/1781678/problem-shader-graph-on-terrain-detail-mesh-dont-s.html
I'm using Terrain Tools Package and wanna paint some meshes on the terrain using "Paint Details" tool. So don't Shader Graph shaders show up on Detail Mesh on terrain?
(I think I edited this 3-4 times 😩 )
@fair wagon just tested it and my detail mesh with shader graph material shows up properly in urp
what unity version are you using?
my mesh only looks slightly weird when i turn on vertex lit instead of grass as the render mode, but thats it
hello, i have modular road model but how do i snap mesh to terrain ? even when i change road. it seems it is not possible with sculpt terrain
@marble sentinel tested on Unity 2020.1.5f1 + URP 8.2.0 + Terrain Tools 3.0.1 (preview)
Also on Unity 2019.1.14f1 + LWRP 5.16.1 + Terrain Tools 1.1.4 (preview)
all buggy... Can I know what versions you tested on?
2020.1.10f1
but i used my own shadergraph shader that i made for urp. dumb question maybe but have you imported the shaderfrom the old project or made it in urp? i for example sometimes have the problem when i grab a simple shader from my hdrp project and put it into urp, i then have to delete the master node and create a new one and reconnect it to make things run properly
I just created a quick shader in shader graph with every random node that came to mind first :)) here is one:
made it animated so I can see better if it's working properly or not
this is PBR but same problem also on Unlit
here is how it should look like and how it looks like as detail mesh (behind):
Also I tweaked all of the properties of detail mesh and it just changes the color or the way it renders but still doesn't show Material properly...
I'll download 2020.1.11f1 and give it a try too but feel free to suggest any ideas you have...
that might not fix it. i recreated your simply shader and i get the same result
but if i remember correctly shadergraph isn't really implemented for detail mesh currently anyways
what you can do as a workaround until they implemented shadergraph into detail mesh: simply paint your grass as trees^^
trees use there own materials instead of some voodoo terrain shader which the detail mesh uses. so you could use that for now
it's just a random hack and every real gamedev will kill me for doing that, but its an alternative that somewhat works
@fair wagon
@marble sentinel yea thanks... I also found this forum thread on using tree as grass 😄 but it is from 2015 and I thought there might be some downsides on using Tree instead of Detail Mesh and hopefully unity has done something better for detail mesh since 2015 but... furthermore every single thread that I find about detail mesh in unity is people complaining about it...
https://forum.unity.com/threads/best-way-of-making-grass-looks-a-lot-like-speed-tree-grass-runs-as-fast-and-looks-just-as-good.339792/
well yeah there are some problems. as far as i know unity doesn't combine trees into larger mesh chunks which makes them less optimal to use
Doesn't it only combine detail textures into chunks or it does it for detail meshes as well?
uuuuhm i have not the slightest idea 😄
we probably have to sacrifice some triangles to summon barrington for that question. if in doubt he may know he truth. but i guess his shift may already be over so we have to wait some time ^^'
Not sure if I got it but that's okay 😬😂 👍
How to export terrain to Obj or Fbx beacuse i need to export it
@short sphinx use terrain tools package from package manager. this tool have this features
For some reason when i import this object from blender it gets these outlines also they get fainter when you get closer
How can i remove them
I turned on backface culling in blender and re exported it and made a prefab but it still has these outlines
oh, they're separate objects?
yes
show me the side with meshview
Not sure what meshview means but heres the side in blender
Hello, I'm looking for some one who know about how to build levels
what is the best asset for getting performant grass in built-in rp [tried nature renderer somehow it was slower than normal unity rendering, don't know why] planning to have grass textures from turboscapaleur
so wanting to know about any specific good optimized grass generating and rendering assets [not just rendering]
Greetings Dear Terrainbois 😄 Since the Terrain is formed by an Alpha map, is there any Image Editor like (Photoshop) Where you can live edit the Alpha Texture and see the results out of it in 3D. Because in image editors you can create extremely good RNG Stuff 🤔
Hi guys! someone knows why some of my details mesh doesnt work with Unity terrain paint details?
Is there some kind of limit number of polygons for paint details per model?
i had a question because i looked up how to add a texture to my terrain but i cant find the area i am using 2019.4.13
does anyone know where it is?
hello, i have 128x256 height map but there is no width x height in settings only resolution, how can i import properly
@ember bridge split 128x256 heightmap to two 128x128 heightmaps
thanks i will do that
@tender scaffold Are you using the Terrain Tools Package?
@glad pine someone helped me bit thanks
Hello, i have a problem with my terrain, I want to import a heigtmap, but the terrain doesnt change.
increase terrain height may fix it @buoyant lion
@desert sun i can't combine those split maps at the middle. how can i explain clearly with my english idk but you can see what is going on there :
use auto combiner in Unity
it can combine two parts of terrains to make seams less visible
thanks
Is there any "good" way to generate a convex colliders from a terrain? (that still [mostly] accurately follow the shape of it)
@ember bridge doesnt help is had in on 300 now on 100 and 10 but nothing chaned exept the height (Is it ok to ping you? if not sry)
Is there a good way to know when a cube is touching but not overlapping the ground ? Only way I can think to do it is put a ridgebody on it and capture the position after it lands.. and that is tedious af.
How do I make natural-looking terrain
Like grass hills trees i dont know what else
Is there a good way to know when a cube is touching but not overlapping the ground ? Only way I can think to do it is put a ridgebody on it and capture the position after it lands.. and that is tedious af.
@young ember i guess onTriggerEnter
Set the collider to be trigger
Whats a good way to draw blend two different terrain paints on the edges or such? Or to only draw a little of one type over another?
I always find opacity kinda weird there, I have to move i tdown to like 1 or 2 to be light enough 🤔
I inserted a terrain off the easy roads pack, but the ground and the mountains are the same texture and I am unsure how to insert a high resolution texture onto each
Can anyone help explain to me why my terrain is tiling into 2x2?
Hello i have a problem with my terrain tree leafs, they dont cast shadow to the terrain. Maybe someone here can help me.👀
I want to have a collection of prebuild terrain prefabs that at gamestart (based on seed #) places terrains at various positions/orientation in the gameworld. How would I go about scripting this?
Get the models and put then in a list in some script that is child to the terrain, and put some code that uses something like a NavMesh Surface so the script knows where to place the trees and models... Then you randomly select some area and you Instantiate the models at that position
hello, how do we resample on change resolution on terrain? checker map still looks same even i change numbers
@ember bridge think can change the lightmap parameters to different value
nothing happend, i think it is a basecolor
Another question about terrain ,i don't know the workflow for that situation and that is :
want to make huge map like gta but my game will be on mobile and i am not sure how much fps i will get with high resolution terrain. i decided to don't go with high resolution because terrains' triangulate count was around 4million.
To avoid broken part like image, i have to find a way and looking for advice like "add lands component and reduce section size" idk either it is work or not .
Sorry for my english btw
Can you guys recommend sites where I can download textures for terrain?
@runic elm https://www.textures.com
Can anyone help explain to me why my terrain is tiling into 2x2?
@ Lord Eastwood what are you using to generate the terrain and how many terrain tiles do you have?
Is there anyway to use Terrain Tools filters with Detail Painting and tree painting? This would be a nice feature. So I can paint grass and such on specific surface angles (or even better on certain textures). Also what has happened with terrain tools? It hasn't been updated in quite a very long time - I thought there was a team working on Terrain now? (not a complaint, just wondering) lol.
@rose sentinel there isn't a way to do that atm. not without writing a new tool to paint details and trees
we also just made a new update to the package. it's mostly bug fixes. reminds me i should have posted here about it 😅
New version of the Terrain Tools package is now available on Package Manager. If you are using 2020+, remember to enable Preview Packages in the Package Manager settings. Terrain Tools 3.0.2-preview.3 is mostly bug fixes. You can view the full changelog here on our forum post: https://forum.unity.com/threads/terrain-tools-3-0-2-preview-3-release-is-now-available.1003392/
hey so is there a way to fix the ground when i put the texture on the ground it looks stretched
@warm radish Hey, when can we expect Shader Graph shaders support for Terrain's Detail Mesh in URP? You know right now if you paint a detail mesh that its material has a shader created in shader graph it won't be drawn on the screen correctly... like this:
#⛰️┃terrain-3d message
Can any of Unity developer do a YouTube review of new MacBook Pro 16 M1 when it launches?
Try testing couple of HD Render pipeline projects and heavy vegetation terrain system?
Thank you @warm radish
anyone know where I can pick up free floor mats
I'm trying to get transparency for terrains for unity 2018.4.20f working. Is it possible?
my aim : highest performance
oclusion culling range : 1 km
question : i leanred "much component = much cpu" but still somethngs left, anyway , which one would be better? 1 or 2
scenarios :
1- 4x4 component terrain. 1 component = 1 km on this scenario. it means while i am at middle of terrain , lots of area would be loaded at the same time and it means larger area than 2scenario
2- 16x16 component terrain. 4 component = 1 km on this scenario. less seeneable areas than 1scenario
@oblique tendon https://www.textures.com/ is a great starting place
@remote tendon Are you talking about painting holes?
Hi guys - I've run into an issue, where my terrain-texture's "normal scale" seems to be ignored when building. I am using the Universal Render Pipeline (URP) - picture:
something any of you have experienced?
@glad pine basically yes
Paint holes are supported on 2019.3 and above. You'll have to upgrade your project to use the feature. @remote tendon
Hi @warped parcel , I haven't seen this problem before.
What type of lighting do you have in your scene?
What platform are you building for?
This might also be worth writing up a bug report on.
@glad pine
a single directional light as a sun. I am building for Windows X86_64 - default compression... nothing really special here....
Does anybody know, if the trees painted in a terrain can support vertex displacement in HDRP?
I created my own shader for wind in trees, but they're only animated when I put the tree in the scene, but the painted trees don't work 😦
@warped parcel That's unusual, do you mind writing a report and sharing your project. I'll ask the team about this in the meant time to see if there's a solution I'm overlooking.
Also, I can't paint grass for some reason? Any settings I have to change to enable this?
@idle glacier Hey there, currently Trees don't support custom vertex animation and HDRP doesn't support detail painting.
We're currently working on integrating shadergraph support specifically for painting details. We don't have an eta for when that'll land.
@glad pine - i'll try and make a stripped version for Reproduction
@glad pine this video shows painting grass in HDRP https://www.youtube.com/watch?v=K2Ni3NbYgSQ is this a fake video using URP? 😄
In this video you will learn how to add high quality grass on terrain in Unity's High Definition Render Pipeline.
In Unity 2019(Any version) the default grass system is not supported in HDRP. So in this video I will show you a few tricks to solve this issue. You will also le...
AH nvm he shows a workaround, I guess. However, he doesn't seem to have the error warning that I have.
@warped parcel Thank you, I'll keep you updated from our end
@idle glacier Yeah, the developer is using paint trees instead of details. It works, but it'll impact performance quite a bit.
What error warning are you receiving?
It's in the screenshot above on the right "The current pipeline does not support Detail Shaders"
I mean, it's not working for him either, but he doesn't have the warning. I guess it's a difference in Unity versions. Anyhow, you answered my question, thanks for the quick reply ❤️
@glad pine would URP support custom vertex animation? The wind zones are working in URP so I guess custom stuff would work, too?
@glad pine Damn - When importing the terrain in a solo project the issue dissapears. Maybe it is due to my lightmaps
@idle glacier No problem, unfortunately I don't believe custom shaders work in URP as well unfortunately.
@warped parcel That could definitely be a part of the issue.
anyone know where to create textures for terrain
ping with any answers
@hoary zealot photoshop, gimp or krita
Hi, does anyone have experience using "Nature Renderer"? Ive got the trail version and theres no noticeable performance-boost. Guess im doing something wrong. Are there obvious things im not aware of ?
Would Vegetation Studio Pro be the better choice ?
Hi, does anyone have experience using ProBuilder? How can I delete this to have an entrance without seeing the void?
an easy way is to select an edge in the void area and extrude it to the other side to make a lazy face
ok thanks but I solved it 1 hour ago
How do i make my terrain not pink when i upgrade to URP and change my materials?
is the original material applied to the terrain?
i dont work with terrain that much so im not the best person to take stuff like this from
@naive jungle what you usually need to do is to create a material and set the shader to URP -> Terrain Lit and in the terrain settings set that material as the terrain material
If you did that and it's still purple maybe try restarting or maybe baking the light or reimport the terrain
Hi, im
hi, im trying to place bushes using the treepainting system.
Some bushes just float above the ground. Others snap precisely.
Something obvious i miss ?
can someone help me with combining the meshes of my terrain generator? (this is the third channel i had to move to)
heres my code: https://hatebin.com/tdfpftigzy
anyone?
The answer is:
You aren't making meshes
well you technically are
but not in the way 90% of these things do it
you need to learn how to make one mesh
:/
I assume you are doing a voxel like thing?
You should watch the tutorial I sent you ,it goes over all of that
and optimizing it
@rancid tendon i just crashed unity lol
You need to generate a mesh
@rancid tendon um, well yeah but no
@rancid tendon cant i just use perlin noise as a hightmap, and then displace the plane using it?
Does anyone know if there is a good solution for terrain footprints and tessellation imprints similar to MicroSplat Trax but that works in HDRP?
Guys I do not know how to add grass texture into plane using the brush. Anyone can help me on this, please?
@cosmic vigil is it a plane gameobject/mesh or are you trying to paint onto a Terrain object in the editor?
Will I want to add via texture
Not just change color to plain boring green
texture like png or jpg
alrighty. i can help with that. just to be clear, this isn't a terrain gameobject right?
Well...the plain is added by gameobject 3D
terrain is a png added I suppose I could make a texture and fill that texutre with png and then use the texture on plane
- scratches hairs -
The video tutorial I was follow have a different version of unity than mine.
I am using like the latest of all latest so the interface is different and I couldn't mimic edit texture on paint brush like he did
or in fact...I couldn't find paint texture under plane property or how to add it
painting in the editor is limited to terrain and the polybrush toolsets. if you want to "paint" a texture on a plane, you'll want to use polybrush or find a 3rd party asset to help you do that.
could you share the video link?
OOOH
I knew that tutorial wasn't good -_-
Good thing I downloaded so many video tutorials from youtube
the best one are the one that have assets with them or link so I can follow with them
well....time to start from ground zero...I am going to delete that tutorial
ok. sorry about that. is there anything i could do to still help you at all?
okie doke. if you do end up having other questions in the future, feel free to @ me
if you're trying to generate a terrain mesh, using perlin noise for displacement is a good start
are you using any asset packages we can use to try and reproduce the issue you are experiencing?
I have been unable to find online examples for creating procedural meshes for use as "floating islands", or really any non-planar 3d meshes for that matter. I have found examples using voxels, but not simple meshes. Anyone know of examples for this? In my idea scenerio these floating islands would also have an internal structure as well.
@warm radish thanks for your respond. You are right the problem was the asset. Inside blender the Mesh was parented to an empty which was misaligned on the x axis.
Hey guys
I'm very new to unity, and i was just going about making a personal project and learning new stuff
and i have a question.
Many tutorials on the internet go on about making terrein with shapes
such as planes for ground, maybe a rectangle for sides and so on
And so i tried it myself. i added a some planes for ground
And here are their sizes [ (2/1/3), (1.5/1/6.75), (3.5/1/1.5) ]
I also got a texture from Quixel, and i added it to the planes
But it just looks so bad.
Hi all 😄 Any idea on why it paints black?
is there a limit number of layers? anything past 4 is black?
How would I stop tiling on terrain?
Apparently URP has 4 layers recommended max...
How to correct texture distortion? We dont have UVW in terrain settings
If you were creating a mountain down which to carve a ski run, would that be a job for terrain map or better as a prefab model?
Maybe a mix of both
Is there a fix for HDRP Draw Instanced Terrain shadows disappear bugs? For the longest I've had weird terrain issues where shadows would disappear depending on camera angle - I didn't realize what it was until I saw this video. https://youtu.be/i_eaIWRiNtw .
I've made a huge mistake. Is there a way to raise all the geometry evenly on a terrain?
so all of the details are exactly the same, but are higher
my mistake is that I did not make the under water portion deep enough
damnit if I could just make the brush larger than 100 I think I could do it...
@opaque cobalt I think if you are using Terrain Tools package you can set completely custom value way above 100, that way u might get a big enough brush
@thorny swift thanks for the tip. I actually found a script someone made to raise all the terrain height will keeping details: https://answers.unity.com/questions/246761/can-i-universally-raise-my-terrain-to-allow-greate.html
Np, that's nice 👌 might use someday thanks
hey, I'm using houdini to generate a terrain, and when I assign a material that is not the included unity terrain shader, then the terrain "explodes" and renders wrong. Is there something with a terrain shader that is now required for unity terrains? The odd thing is that if I create the terrain from unity, then any material will work, but as soon as I drop another houdini terrain into the scene then both terrains become broken. Any idea?
is there a way to stream mtl or obj tilemap with .kml into Unity?
I have a tileset with multiple .obj/.mtl and loaded in ArcGIS using kml, not sure how to import them into Unity
is there asset that support streaming tilemap like that?
heya! is the shader an instanced shader? is the "draw instanced" setting enabled on the terrain? you may have to disable that if the shader doesn't support instancing and terrain instancing is enabled. that usually causing the terrain to "explode"
Is there a way to quickly put SpeedTree grass on a terrain? Well i'm sure there's ways, but not sure how I could go about handling it. I got 20 * 20 KM of terrains and really love the speedtree grass as it looks much better than quads (plus HDRP doesn't support detail system), so I need grass lol. But it takes nearly 2 seconds to paint a single drop of grass on a brush size of 20. At that rate it would take a week to put grass.
@rose sentinel use grass as terrain tree.
Use GAIA or MegaWord or Gena to generate grass across terrain
or use Nature Render if you want to render grass on HDRP as grass
whats the easiest way to make low poly terrain
@oak meadow unity's built in terrain shaders have very little in them in terms of features, you'll need to use a third party one or write your own for things like triplanar, lots of textures, etc..
WIP using Quixel megascans/ Mixer
@upper pasture thanks man. Exactly, triplanar is a problem in the URP UV settings. I wonder where is the W? Why is not there?
hi all im looking for good ways to do a sphere/planet world instead of flat terrain
@oak meadow the unity shader doesn’t do triplanar.
Trying to generate some simple little moons and planets to fly about and explore.
Inspired by the (incredible!) game Outer Wilds.
Project Files:
The Unity project is available on github here: https://github.com/SebLague/Solar-System/tree/Episode_02
If you'd like to support my work and get early access to new projects, you can do so here on Patr...
what is the best way to create a terrain for an open-world?
Anyone got tips for easily making terrain fit geometry well? I have paths I need to fit to terrain. Paths vary in height, have slopes downwards and upwards. It's hell trying to reduce terrain clipping through the paths while also trying to reduce gaps between the terrain at the paths.
Like this bit here. It has a hill leading down to a path that is higher on one end.
Lots of clipping. Lots of gaps underneath the path
guys
how to make brush be like square and not circle
We learn about Terrain Editing and my personal thoughts on the visuals involved with map/level design :)
Enjoy :)
like this guy did on 2:00
@spiral onyx You can try using the Set Height brush setting the height to match your geometry.
Not easy when there's gradual decreases in height
@rose sentinel The video was created with an older version of terrain. I don't believe you can setup your brush exactly like what's in the video as the brush preview system has changed.
Here's a Work Around
- Go to Paint Texture Brush
- Click "New Brush"
- Toggle the arrow under the Brush Mask name to see additional settings for the brush mask
- Slide the left (min) handle of the Remap range 99%ish to the right (Just not all the way)
- Click "Invert Remap"
You should have a square
The other way is by adding full white texture as brush
thank you so much
also is there way to select region that i want to paint so i dont miss too much @glad pine
The closest thing would be using Filter Stack feature in the Terrain Tools package. It's not really for regions, but you can mask out things like slope and height
@rose sentinel
I fixed my problem by modelling the basic shape of the terrain with a plane in Blender, making it fit properly, and then using the Object2Terrain script to convert the plane to Unity terrain and then sculpting it to add hills and such
though for some reason now I'm getting this weird line between neighbouring terrain
right click in hierarchy->3d object-> terrain
@dusky barn
Can somebody tell me why are these 2 turrets on different z cordinate
but they look like they are on same level
well i found solution but still it shouldnt be like that
Quick glance: They're relative to the parented object. It's showing the coordinate in parent space not world space
oh
@spiral onyx you can use raycasts in an editor script to adjust the terrain to fit geometry; I believe there are some free road tools on the asset store you could use as an example.
hey guys, I have a question about 2d tilesets. So right now im using the built in palette in unity and as you can see, everything seems blocky cause you can only paint "box by box"
is there a way to give it a move natural feel
for example here
How to turn an imported landscape into Unity terrain?
unity supports import the heightmap of the landscape as a tga.. there are tutorials around...first export the heightmap from unity to check the RLE format...i use blender and gimp to generate and convert to unity
hope its useful
Hey there @flat galleon ,
I usually recommend to users working with Tiles to ask in the #archived-art-asset-showcase channel. They're usually really responsive and really knowledgeable with tiling issues.
Hello everyone, I'm currently working on my terrain using gaia, and I'm just wondering since I wanted to keep my terrain but I wanted to switch from photorealism to something similar to zelda, Genshin impact, or SAO <- how do you achieve those type of textures? 🤔
hello guys i m new to unity (especially to 3d as i have only used 2d) and i m playing around with terrains.... i m having a problem with terrain trees . They seem to disappear if they are too far away.
Clipping in camera is set high(i can see other objects beyond the point where the trees disappear ) and i have changed terrain.treeDistance with script but it seems it doesnt help
Any one knows how to fix this ?
You need to change the LOD settings
Hey guys, I've got a question; I just wanted to build a map via the terrain tools - However when I start the game the character begins to slide... When I look into another direction it slows down and slides into that direction...
There's a Terrain Collider for the terrain, a capsule collider for the player and a rigidbody for the player (of course) the player camera is grouped with the capsule.
I've already tried to add a physics material with high friction. But even on "infinity" friction the character keeps on sliding...
Does anyone know why?
Hello, Im using Unity 3D and I can't seem to find the layer section under the terrain component that allows me to add, edit, and remove textures. I am under the paint textures drop down.
Do your terrains have the same grouping ID? The seam between them makes me think they have different IDs
Usually it's folded closed, with the title "Layers"
Can you file a bug with repro?
Pls tell me how to make a 3d terrain
There are tutorials on Unity Learn covering it.
shouldn't there be an option to change the color of the terrain texture? I'm using the new Terrain Tool and sometimes I had the option to change the color but sometimes it's not there. Any ideas why this is happening or am I doing something wrong?
It depends on the render pipeline I believe. hdrp should have a color option
yeah I use hdrp
i made Landscape with using worldmachine but how can i snap landscape to road ?
@strange granite with the terrain smooth tool I guess?
Ive tried it, it keeps making it worse @arctic vale
Depends on the values you use. There is no other way to smooth a terrain that I know.
Maybe there are some solutions in the asset store but the built in solution should be enough if you use it correctly
Maybe you could try the Terrain Tool package (you need to check "Show Preview packages" in the package manager to find it) @strange granite
ill give that a try
Another question, for some reason my trees wont generate
Ill get the error code in a second
didn't realise there was a terrain channel
How do I edit/make a terrain shader in the ShaderGraph
I've googled a fair amount but all I can find si people talking about how it's in teh roadmap from 2016
@arctic vale The smooth terrain tool us working today now I guess
I still need to figure out the tree issue
Hmm I never had this issue before
@elfin barn your question would fit in the shader channel I guess
If it helps I modeled it where the foliage and stump where separate models so I could apply separate materials
But I made them into a prefab
You could maybe try to draw a different tree (something that is not yours) and see if it works. If so, then it's probably your prefab. In that case you should maybe find a different way to make you tree or maybe someone else can help since I've never modelled my own trees
I tried it with a default cube and it worked
I tried it with my old models aswell
@arctic vale The cube works but no models work
did you try free tree models form the asset store? or is it only your current model that is not working?
so then it's your model. I would suggest handling the way you've done your trees differently or if you really want to do it like that, like I said, I can't really help anymore, you would need to wait for somebody else to come and help or maybe also ask on a different discord server
you're welcome 🙂
i'll try in shaders, thanks Abdullah
no problem 👍
Yo, does anyone know why these artifacts are showing up on my terrain?
The darker thing just jitters in and out of existence and it's pretyt annoying because I don't know why...
is there a way to select multiple faces in probuilder just like the "c" button in blender?
where you can just drag the mouse and select the faces you want?
does it only happen at those viewing angles?
i don't believe so. there's just box select and then the ctrl or shift + mouse click select options
no but yes
used that, ima search an option online maybe il find something
do you have a texture on your terrain?
Does anyone know how to add caves to a mountain with the terrain system, If I want to make a sideways opening for example?
if you are using 2019.3+ you should have access to the Paint Holes tool for the Terrain from the Terrain Inspector. That tool allows you to paint a mask that is used to clip pixels in the Terrain shader and also accounts for those clipped texels when the Terrain collider mesh is generated
it won't provide you with the creation of cave mesh geometry though. it just allows you to hide parts of the Terrain. you'll have to author the cave geometry yourself, outside of the Terrain editor tools
hm okay
you can't sculpt complete caves @abstract scroll thats not how terrain works. as wyatt said, you can add holes in the terrain and then add 3d models that look like caves but thats it. think of the terrain as a piece of paper. you can draw on it or cut out holes, but you can not make a cave out of thin air
So I would create the cave itself in blender for example, like the roof and ground etc?
yes
ok thx for the help guys!
@warm radish is there a way to raise / lower the entire terrain by like 20 units but keep the already made sculpting? i know i could extract the height maps and alter the values in photoshop but thats just a workaround
not that i know of... might be a nice addition to the paint height tool and then a utility for entire tiles. you can do it through code
yeah would be nice to have it by default in the terrain tool since i often come across the problem that i wanna make a deeper valley / river but am already at the lowest level x)
i'll add it to our feature requests. no promise it'll get done but at least we'll be tracking it
thank you ❤️
and yeah i saw a code piece that maybe does what i want while searching the web for a solution but it's from 2016 so i thought i might ask you here first in case its already implemented and i am just to dumb to find it ^^
@abstract scroll hello , the dropdown is only avaiilable when u set ur terraiin brush to
PAINT TEXTURE MODE
as soon as you do that, it wil come back again
@rose sentinel nevermind it fixed itself after just restarting unity, but thank you.
oh well , i am sorry for the late reply , i never checked #⛰️┃terrain-3d today 😅
no problem!
Can someone pls give me some blocky and infinite terrain generation code?
pls
Using chunks
how can i add a material to terrain
i need a color green,
no texture,only color
i need to put this on terrian
how i make this
@north crag
ok,thx\
Bruh,you think this so easy? No!
Welcome to this series on procedural landmass generation. In this introduction we talk a bit about noise, and how we can layer it to achieve more natural looking terrain.
A quick summary:
'Octaves' refer to the individual layers of noise.
'Lacunarity' controls the increase in frequency of each octave.
'Persistence' controls the decrease in ampl...
Good Luck Writing Thousands of scripts :3
i watch sebastian lague for everything procedural generation related it's the best I can find out there
I agree
are there any tools to paint assets
similar to the tree paint thing for the terrain except im not using terrain for this
Why do I have these weird rectangle looking texture blending on my terrain?
I use the default terrain hdrp material (with Height-based blending)
I tend to feel overwhelmed when I work with terrain. Does anyone have tips on how to design a world without feeling overwhelmed?
my tip is to first design one area on paper (or paint or something) and then start with the general shape of that area (like small mountains/hills for example) and then start adding details like textures/vegetation/objects etc.
with "area" I mean something like a village or maybe a specific forest that is in your world
makes sense, that way I have something to focus on rather than raising things randomly and giving up
tyvm @arctic vale !
you're welcome 😄
or generally, just shapefile to GeoTIFF. Hope some GIS experts here can give me some hints
I think Polybrush works for that
Thanks
I have a similiar question, except I am painting on terrain. I've tried using the "Paint Details" option under the terrain tools, but it only seems to be working for grass and not for the prefab plant I'm trying to paint. Any ideas?
again, Try Polybrush
Polybrush states it only paints on meshes and not terrain. I have tried it and it didn't work, so I believe it's for that reason
there are free solutions for painting prefabs on a terrain, I believe
are there any warnings displayed in the inspector or in the console window? could you also tell me what's in the plant prefab? transforms, mesh renderers, etc
Thank you so much for asking! The plant prefab has a mesh, a mesh renderer, and a material. I added a snip of the mesh renderer in case it matters.
Also worth noting that the plant on the scene view appears correctly when manually dragged on (as shown on the left) but appears sideways when in the "Paint details" pane. But I still think it should at least be drawn on the screendespite a weird orientation
The only warning I got was the one below, but it said the same thing about the other default grass ones that do work with "Paint details"
thanks. im not sure how the detail renderer handles multiple materials on the same detail prefab so that may be an issue. before i look into that, can you tell me what the transform hierarchy for that asset looks like?
one thing our renderer doesn't handle is children to the prefab root. it will only render the root gameobject and only if there is a mesh renderer on it. otherwise nothing renders
I've attached the general hierarchy and the transform hierarchy @warm radish .
one thing our renderer doesn't handle is children to the prefab root. it will only render the root gameobject and only if there is a mesh renderer on it.
Since there is no children in the prefab object and it has a mesh renderer on it, then I guess it should be working as intended.
thanks. ya seems like it should be working then. where did you get the asset from?
Ah okay, I'm glad it wasn't user error on my part. I got it from the asset store. It's the underwater deluxe package from JanPec.
Any idea how I could get around this issue or somehow edit the objects so I can use them in the "Paint details" tool? https://assetstore.unity.com/packages/3d/characters/animals/fish/underwater-life-deluxe-115733
i'll give ya some more info soon. going to download that asset pack and test it myself
going to try with our latest changes but could you also tell me which editor version you are using?
Thank you so much for all your help. My unity version is 2019.4.16f1
perfect. thanks
i think the issue is that it has multiple materials. in our latest version we now have a warning that shows up in the inspector if the detail has more than one material on the root mesh renderer
i can get something rendering if i remove one of the materials slots but it doesn't show the kelp fronds then, just the stem
you could try opening the asset in something like blender and try to combine the two submeshes (that's what is leading to the multiple material slots i think) and set them up to use one material instead
Okay! I'll go ahead and try that out and report back. Thank you so much for the insight and your time! I think that will help me with my project a lot.
you're welcome!
Hi @warm radish ! I hope it's not a bother to ask a follow-up question from yesterday. I think I can use "Paint Details" now thanks to your help but their scaling is completely strange (you can see reference trees in the back).
I would think it's a scaling issue from blender to unity but I don't have this scaling issue when dragging the prefab manually to the scene. Only when it's used in "Paint Details" with the default "Add detail mesh" settings. Any ideas?
you can make island terrains using paint holes to give it an ireegular look , like a country or something at the boundries
use height raise to increase the height of your boundaries and also make mountains
tyvm for the tips! I'll see what I can do 🙂
Use cc0 textures for terrain layers
if you are not able to undersatnd the terms i say , i can give a tutorial
that includes all terms
Is there any way to copy detail layer maps from one terrain to another short of writing my own export/import script?
Disappointing that Terrain Toolbox provides tools for heightmap and textures but not detail or trees.
When I change this setting, Unity changes it back for some reason. Can somebody help?
interesting. are you able to submit a bug report?
hello all, I have a strange issue I cannot resolve. When I place trees onto the terrain they appear normal and as intended. When I then save the scene, the tree's bark turns black. Is there any known causes of this?
here's an example:
the tree on the right was placed manually by prefab, the tree on the left was placed using terrain's paint tree method which I believe is the 'best practice' method of adding trees?
however they turn black as shown and i'm not sure why or how to rectify this
I'm trying to get impostors/billboards to work with my custom tree prefabs on unity terrain. Unless i'm using the "Nature/Tree Soft Occlusion.." shaders for the trees, the billboards won't show up at all though. How can I use other shaders / where can I find other shaders that work and still look good?
(and are high performance)
I got this terrain of a fantasy city, like Morrowind, Skyrim etc. The terrain is has building's on top. It is also uneven with slopes and holes etc So mountain city. How can I generate a navmesh ? I'm trying to use plane gameovbjects that I rotate, scale and move around so I can create "roads" but because of the uneven nature of the terrain some navmesh agents float or whatever since I can't place the planes exactly on the top of the terrain parts I want to be walkable. What can I do, I'm losing my mind a bit 😩
Is there some tool I can paint exactly on top of the terrain like with a brush and bake this second mesh as a navmesh or something ?
@long python would it be an option to make the terrain a bit more even? Might help with the navmesh. You could get the heightmap from the heightmap.data and use that to even out the terrain. It does not really answer your question but perhaps it's a different take.
unfortunately it's not an option
but I've though something. Is it possible to import the terrain in blender and draw on the terrain itself a new terrain that will act as the navigation mesh when imported in unity
You could perhaps also work with markers, that you place on the terrain and let your objects move from marker to marker, not sure if this will look good on uneven terrains though.
You should probably look into an actual spline solution for those roads. Unity does not have one by default, you will need to look in the asset store.
You should be able to set them as 'navigation static' and bake navmeshes for them.
Doing it the way that you are doing is not just incredibly time consuming, it will also wreck your performance due to having so many duplicated objects, each one being at least one more draw call.
Let me delete my old comment and add a new one with an image to exemplify my issue.
Anyone having issues with weird shadows on terrains when SRP Batcher is on?
I'm on:
URP 7.5.2 Unity 2019.4.16f1
Perfectly fine when its off
I am sorry to say , but I couldn't find a solution man
After not getting the solution , I searched it on the forums and another person has the same problem , but there was no fix yet
@thorny aspen If you did , then please tell me the solution as well
I made a heightmap in paint.net, and the slopes i want to make are appearing like this. Is there a better way to go about making ramps like this?
Up close its a bunch of bumps
Testing it in Unity: 2020.2.0f1 URP: 10.2.2 Seems to have no issues.
Sadly I can't update the project because some assets do not support it yet. Especially Microsplat which only supports LTS versions.
But yeah apparently it was fixed at some point but not backported (yet, hopefully).
Its not the end of the world, performance is actually quite solid even without it. Should be fine for what I need.
Just found out that it has something to do with the Draw Instanced option on terrains.
Disabling it also "fixes" the issue. And in this case you can keep SRP Batcher on. It does destroy your terrains normals at a distance though.
Although, after some testing, in my case, Draw Instanced is more important than SRP Batcher. So Ill keep SRP Batcher off for the time being.
Not ideal but there you go. Hopefully whatever they did to fix it they backport eventually.
Use bridge tool from unity terrain tools that will help you make some slopes
ok
Im making an RTS and a large portion of the terrain will be visible at once. How should i go about textureing this?
Anyone around that has experience/knowledge with Terrain Height-map for other Mesh'es then the default 4 sided plane/mesh?
@rose sentinel by using terrain tools you can generate textures by following rules like height and slope.
K , thanks , man 🙂🙂
I'm having a strange terrain issue. From a distance the terrain looks fine. But when I get close to it, it zero's out in height. Any idea how to fix this?
P.S. - The entire chunk isn't zeroing out, just pieces of it
hmm must have been a weird bug. I turned off instanced and back on and now it's working lol
Think I found the fix, and yeah, it wont get backported.
https://issuetracker.unity3d.com/issues/instanced-terrain-shadows-are-flickering-when-no-shadow-cascades-and-close-fit-shadow-projection-are-used-and-camera-is-moving
How to reproduce: 1. Open the attached project named "Case_1257896" 2. Open the SampleScene 3. Move the Camera around the Scene 4. O...
Oooo I like the premise of the "Mesh Stamp" tool for the terrain system. I almost didn't see it as I was looking for the normal stamp lol. But it allows you to import a normal mesh as a brush. For example here's a paint of a house brush
When making largish terrains say 7x7 km2 how should one go about determining the number of tiles to use? I havent found any good info on this at all. What are the performance and/or limitation considerations of multi-tile terrains.
hey, i want to create terrain material with its own shader(HDRP) to add macro variable and avoid seamless/repeatable grass but what is the problem here you think ? what should i do
Hi there
Actually, when you make a material out of shader
For example
If you are using urp, then , you will have to change it to nature or terrain in the drop down on material
Even for particles there is a separate section called "Particles"
if i understand correctly, i should use basic shaders but how can i edit them forexample add noise texture to my grass to interrup repeat stuff. nature - terrain thing fix the error but they seems not editable inside graph editor and i cant do anything with them @rose sentinel .
do you mean Grass swaying?
texture repetetion when tiling
i will use one texture to whole landscape for grass parts and image about it this :
haha sorry for my low english but i have to be use graph editor/shader graph to add noise textures to give variation to grass texture.
when i try to create my own custom shader , i got error - when i use nature-terraion shaders iam not able to edit it. i got stuck here 😄
Oh i see
i think you can use shader graph to generate terrain-compatiable shaders, espcially by using custom function nodes in shader graph.
the thing is
unity still hasnt seen a lot into making custom shaders for terrains , i tink
You might have to write your own shader in code for that
hmm i agree , lots of people follow the same problem on forum too just noticed
https://answers.unity.com/questions/1662670/how-do-i-make-my-terrain-able-to-use-tangent-geome.html?sort=votes about the error
okay thank you sir for your answers
I am trying to generate a circle as a mouse pointer on top of my terrain (I guess it is called as mask shader?). Now I created a shader using the shader graph to show a circle based on a position but how do I apply it to my terrain while keeping the existing terrain layers? The only way to add the custom shader that I see is adding the shader to a custom material and adding that as a base to my terrain. That way, my circle works but the whole terrain becomes black. Should I start writing my own terrain material or am I missing something? I am using the URP pipeline.
I'm in a little bit of a pickle at the moment. While working on Terrain i started seeing this odd triangle looking shape stuck in the middle of the screen with the same color as the terrain i just did. Initially i thought it was some settings i had done on the terrain to cause this. But deleting it & using a single plane as a surface instead removes this artifact. Re-created the Terrain from scratch and now it's even worse. Anyone knows what this is and what can cause it?
Nvm - for some reason after recreating it the third time it stopped having the glitch >.<
That looks like the sort of rendering errors I started getting when I was having video card problems.
is there a way to make never ending terrain easily?
if I got a custom tree mesh I wanted to use on my terrain, what's the best way to do that? use the detail brush or the tree brush? is the tree brush only for unity trees?
how to make a brick style terrain like minecraft
can anyone teach me?
please
hello
can anyone say ?
The tree brush works with any prefab, it can be anything, but it was developed with trees in mind so you have some control over height variation and the like
The detail brush is meant for things such as grass, flowers, pebbles and so on
it can also be any prefab, or a texture
There are many tutorials on the internet about it, its not the easiest thing in the world.
It's also one thing to make a terrain that looks like minecraft's, its a whole other thing to actually make it interactable, with world generation that generates interesting biomes and is fun to play.
That is quite a few years of development.
What would you recommend and why for building roads - ProRoad or EasyRoads3d ?
hello all, in my inspector my terrain looks fine/colorful as shown here:
when i start the game it turns greyish like this:
anyone know what is causing this?
Is it possible to make caves with the terrain system?
what's the correct wait to export part of a terrain as a unitypackage? when I try to import it in a new unity project it's invisible and says terrain data is missing
there is no need to even export the terrain
just export an asset in your ASSETS tab
the sset is a terrain data sset
it looks like a docuent with 4 green lines painted on it
whenever ou make a new terrain and put that terrain data asset then , your terrain will be the same even in another project
or , you can export both the terrain data and terrain objects
@wooden laurel
I exported the entire level actually, the terrain was the bit giving me trouble
Yes, just like any other non voxel based terrain, paint a hole then use meshes to make the actual cave.
Its not just the terrain, its everything.
The immediate thing that comes to mind is tone mapping, which is part of post processing.
Its possible that you have it disabled for the scene view.
yeah I realized quickly after it was actually everything that has gone darker, and so I googled and found a bug in 2018's unity that did exactly what I have, or quite close to it, however that has been resolved apparently since then I'm using unity 2020
so that ruled that issue out. i've still not resolved this issue so i'll try anything you can suggest, how might i check if I have disabled tone mapping? sorry i'm quite new to unity
i clicked it and nothing appears to have changed but i did get this white line appear/disappear when clicking it
is that right?
yup
but you said it changed nothing, so I guess that was not the issue all along
so now im out of options
yeah its a very confusing issue
before and after pressing play now
so strange
I think i'm going to have to just revert my project back to an old clone of a bout a week ago and cut my losses at this point ><
try auto generate lighting?
An asset that looks like this in your projects folder needs to be exported
This asset is called terrain asset meaning that all the editing in a terrain stores the data in this asset @Pietson#3020
Is it possible that with the stamp tool the stamps dont stack on each other?
?
How do I undo something
Strg + Z
Strg?
The button on the keyboard
its ctrl for non german people
anyone know why my terrain doesn't seem to be lit properly in 2019.4.13f1? it works fine in 2020.1.13f1.
@wooden laurel you have to enable shadow cascade 2 or 4x
Anybody has a good alternative to terrain.party?
is terrain.party still broken?
https://gyazo.com/b2ee50a1706c5e84026b2cdbce3b379a
does somebody know what that error means?
no overload for method "GenerateNoiseMap" takes 3 arguments
It's simply complaining that "GenerateNoiseMap" does not take 3 arguments
could take more, could take less
You should be able to see exactly what it wants to be passed in
guys, I don't know if this is the place to ask, but I'm doing the Ruby 2D tutorial, and I did something wrong with the Tile Palette and when I use it I have this visual issue the white square on the left should be under my mouse, but for some reason is waaay off to the left, and I don't know how to set it back to normal
at this point my mouse was hovering on one of the water tiles on the right, but it highlighted on an offset