#⛰️┃terrain-3d

1 messages · Page 21 of 1

rain dagger
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lighting mb

winter minnow
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Yes, but you'll be trading it for texture memory with lightmaps

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Huge terrain needs huge lightmaps

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Usually

rain dagger
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which is hard disc space?

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instead of good cpu/gpu?

winter minnow
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It has to be stored on disk, then loaded into RAM, then kept in VRAM during rendering, afaik

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Realtime lights only need the VRAM + the calculation cost

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If the point is to render a lot of mostly flat vastness, it's a bit of an unique situation for optimization

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Most of the tricks and tech we have is for rendering lots of detailed stuff and shadows and effects

rain dagger
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hahaha, as I said I'm just trying to get a better understanding of these topics, not to literally do what I ask about, but thanks a lot!

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I learned that in the case of flat surfaces, just using low poly will easily solve the problem for example :), but learned much more on the way about other things as well (;

lapis geyser
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Hello. I'm having an issue with creating a terrain and assigning an asset store material that I downloaded to it. I can't seem to make the texture smaller/tile more on the terrain...

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Any thoughts? I thought it was the "control texture resolution" setting but that doesn't seem to change anything

thorny swift
lapis geyser
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thanks will give it a shot

lapis geyser
thorny swift
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glad it works

rose sentinel
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Are terrains in HDRP supposed to have borked shadows?

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It has more shadow acne than a teenager.

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It even does it with shadows disabled.

spiral garden
wispy token
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hello everyone, i have a question. i used unity standard terrain detail to paint grass. i use mesh grass. is there a way to place grass without y random rotation? i use topdown ortho graphics and i want that grass is like billboard.

rose sentinel
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@spiral garden yes. I get the same artifacts when the terrain layer doesn't have a normal map.

spiral garden
rose sentinel
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I played with shadow and normal bias and nothing is changing 😢

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Also remember, it does this even with shadows disabled.

spiral garden
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Ah, then no clue...

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The last screenshot looks like it's normals.

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Are you sure it's not just bumps on the terrain?

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Some places look ok.

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Try creating a plane terrain without any height modifications and apply the same texture. Does the issue happen?

olive flame
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everytime I click to paint I get a loading bar

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this is very annoying

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please help how do I make it faster?

rose sentinel
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But normals are supposed to be smoothed aren't they.

spiral garden
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Aren't they?

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These "shadows" look pretty smooth to me.

rose sentinel
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😩 Does everyone have to run a smooth brush 20 times to get a smooth terrain then?

spiral garden
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Donno. I don't really use unity terrain.

rose sentinel
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What do you use then?

brisk chasm
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How do you make terrains that don't look like shit default unity terrain. Asking for a friend

rose sentinel
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You tell me.

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🤣

winter minnow
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@olive flame Disable "auto generate lighting" in lighting window

spiral garden
rose sentinel
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That says nothing about the rendering 👀

spiral garden
rose sentinel
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Aight.

analog basin
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hi, i get a error when i wanna use a hight map. Anyone know a fix??

thin ibex
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Do you know what "power of two" means?

winter minnow
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Fairly straightforward

analog basin
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the turtorial man just used a raw image of photoshop an booom

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but he had 512 and i have 513

thin ibex
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Your heightmap is 541x541 but the dimensions should be a power of two so e.g. 512x512

analog basin
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aaah oke, ill do it without the import because i dunno how to change it 😂

winter minnow
restive ice
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I am trying to change the grass to not be checkered, How do I do this?

restive ice
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^^^ Never mind got help from a friend.

rain dagger
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Any tips on how to make this terrain look sharper/better fast? I tried erosion but they all either suck or I don't know how to use them properly, anyone willing to help?

slender olive
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Brackeys has a tutorial on it. You might find something in there

shell jolt
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Make your own custom brush with sharp edges

nocturne quarry
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Hi, I'm doing this open game, but the idea is that it be a race, therefore the player will always be moving forward, but also I want to restrict the movement inside something like a tube-shaped track and that the player is find inside of it, I need it to be transparent so I can see the universe out, any idea what resource I could use to make that track? I was looking at a custom mesh called Splinemesh, but it seems to be more complex than I need; TLDR: i need a way to make a tube-track to restrict the player movement in a race-like game to be almost just forward but cappable of avoiding obstacles

rose sentinel
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Does anyone know how I can make a good terrain? I wanna make it forest/ open landscape type ish

meager wigeon
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Good terrain comes from trial and error, overall for not paying and minimal work you could just use unity's terrain maker and sine tree, bush, flower, grass, rock, etc assets and move them around

agile lodge
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any idea why I get this result in Unity after I bake, export as fbx, and import into Unity?

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it also has an animation, but from everything I've been able to find, I cannot export an animation (not using an armature) from blender to unity

undone lark
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Blender shaders are not compatible outside of Blender. You need to recreate all the look in Unity using their shaders, or in this case, a custom one.

agile lodge
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ah ok, ty

split hawk
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Can someone explain why terrain generation using perlin noise always divides the input by something? I am trying to implement Ore generation in my game, and I don´t see why I shouldn´t just sample the coordinate directly?

rose sentinel
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I'm trying to add grass to my scene however I only have the option to Add Detail Mesh and not able to click Add Grass Texture

rose sentinel
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@spiral garden

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its simply just greyed out i cant add grass texture

spiral garden
rose sentinel
spiral garden
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Okay, then did you have a look at the terrain - grass section of the manual?

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Read the Note at the start of the page

rose sentinel
spiral garden
spiral garden
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@rose sentinel I was curious as to why it's grayed out for you and why the interface is different and after a few tests found out that it's only like that in the latest alpha version. Which you really shouldn't be using as a beginner...

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I also think that you should've researched it on your own, but whatever...

neat drift
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today was a webinar on sculpting terrain in unity can i get the link to the recordings it was on unity asian class

spiral garden
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That's a question of worldbuilding. There are plenty of videos on youtube about it. Also use common sense, like "cities are often on planes and close to rivers", "rivers flow from the mountains down to the sea/ocean, while connecting into bigger rivers on the way".

winter minnow
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There are voxel-based systems that do that
Or you can use meshes for overhangs and caves

olive flame
spiral hare
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Hi all,
I'm experiencing a strange behaviour ot terrain, I made a video to show it properly.
I need to make a river in my scene, crossed by some bridges, and I decided to dig a long hole in the terrain and then put another terrain under the upper one where I placed the river.
The first strange thing is that in scene editor when I'm over the upper terrain I don't see the river on the lower terrain (but this could be a shader problem, so it's not important right now), but the second and most important problem is that all around my view, both in editor and in game all the objects under the higher terrain are covered by strong shadows, almost like if the light didn't pass through the hole in the upper terrain.

And actually, if I disable the upper terrain then the light hits correctly the lower terrain and the bridge.
In the video all of these issues are visible.

Am I making some mistakes, od didn't I understand how the holes in terrain work?
Thanks to who will help!!

The video is here: https://youtu.be/0X7Qi2OEpXI

spiral hare
faint mauve
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does anyone know how i can make the texture paint smooth

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instead of it being squareish

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remove those edges

frozen crystal
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How do I increase brushsize on tilemap brush

rose sentinel
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because right about now i need grass haha

rose sentinel
# spiral garden Can you share at least one video demonstrating that?

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 learn a little bit about LOD system for grass.

Unity Book of the Dead D...

▶ Play video
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they use the tree section but i still get a error

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i dont even use baked lighting so lil confused also

spiral garden
spiral garden
# rose sentinel

This is a warning, not an error. Does it prevent you from placing the grass(as a tree)?

rose sentinel
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yeah i believe so

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trying vegetation spawner instead of terrain tools and i get this

rose sentinel
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idk wtf i did lol

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oh ok so i glitched it using vegetation spawner

rose sentinel
rose sentinel
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apparently something about book of the dead old terrain project might be useful?

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gonna download it and try it for the grass

spiral garden
rose sentinel
spiral garden
spiral garden
rose sentinel
spiral garden
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Make sure you're actually using hdrp in your graphics settings.

rose sentinel
spiral garden
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Let me test it

rose sentinel
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oki

rose sentinel
spiral garden
rose sentinel
spiral garden
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If you share your grass asset, I can try it out

rose sentinel
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ok sure thing

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its from the naturestaterkit2

spiral garden
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What about it?

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What grass exactly did you test?

rose sentinel
rose sentinel
spiral garden
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These are textures...

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If you want to use them with the tree tool, you need to create a prefab with a model that uses them

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I think that was clear from the youtube video.

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I tried bush01 and it works fine, aside from using incompatible shader

rose sentinel
spiral garden
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You create a model that uses the texture and create a prefab from it

rose sentinel
spiral garden
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Not really

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@rose sentinelCreated a quick model in blender and made a prefab with the model using the mentioned texture.

shy scaffold
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I thought it was gonna paint the color of the flat terrain so
How do i make this flat again?

swift kernel
shy scaffold
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I know but cant find it there only
Raise or lower
Paint holes
Paint texture
Set height smooth height
And stamp terrain

swift kernel
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do you even know what your doing

shy scaffold
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Umm a demo

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Or im trying atleast

warm radish
# shy scaffold I thought it was gonna paint the color of the flat terrain so How do i make thi...

heya. the slope flatten tool is part of the Terrain Tools package. you can get that through Package Manager if you want to download it. otherwise, you should be able to either use the Smooth Height tool or use the Raise/Lower height tool and hold the left Ctrl key to remove height until it is flat again. Or maybe it is the left Shift key to paint negative height if you don't have Terrain Tools installed

warm radish
# faint mauve

you might have to increase the resolution of your "control" texture in the Terrain Settings. this will increase the alpha/splatmap resolution.

you could also work at a larger scale relative to your Terrain so that your textures cover less area per pixel (by decreasing terrain size in Terrain Settings) or so that your brush covers more area per pixel (by increasing brush size). that's an option, but definitely depends on the scale you are currently working at in your scene

bitter ingot
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Uhh, my lowest size of the brush is stuck at 62.5, how do i make it lower?

shy scaffold
lilac raptor
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Hey, can someone help me with terrain colliders and that type of stuff??

edgy marsh
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no

lilac raptor
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ok

edgy marsh
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ok

lilac raptor
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ok

undone lark
tribal gyro
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How would I use a custom shader that needs tangent geometry?

limpid acorn
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Has anyone seen this? Haven't found an answer with my googling, but its a fresh URP project - just installed terrain tools and it gives me that error message at the bottom

shell jolt
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My pc crashed while editing terrain, and this error shows up.. any idea how to fix this?

onyx crow
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To create a level, should I be using probuilder? or can i modify primitive shapes without it?

west pebble
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Hey there

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How do I make my terrain with holes

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Please can you help me? I want to learn

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Sorry for pinging, I have been searching for weeks

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I made my terrain with holes in blender and then put it in Unity but i cant still go through the holes

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Help me please,

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@drifting crown

drifting crown
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@west pebble Please don't ping people not in conversation with you. Also I know very little about terrains.

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I think there's some experimental terrain version that can have holes, should research that

west pebble
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Ok sory

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I have been searching for a lot of time

lucid badge
winter minnow
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2D sprites need an orthographic camera or they will do that

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If you want to keep using a perspective camera, use textured quads instead of sprites

lucid badge
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But I fixed the issue with using sorting groups on the sprites

winter minnow
lucid badge
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My camera is fixed, so it works out

winter minnow
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If you say so
There's still rotation because of perspective, but it's not necessarily an issue

lucid badge
winter minnow
lucid badge
winter minnow
lucid badge
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I have a custom shader that serves 2 purposes.

1.Vertex movement to simulate wind movement in my vegetation
2.The ability to change the object's color

winter minnow
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Made in Shader Graph?

lucid badge
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Yes

winter minnow
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SG shaders work the same way, if they're opaque they will cast shadows, if they're lit they'll recieve shadows

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The grass in your video seems to be casting and recieving shadows

lucid badge
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My shader is a sprite lit, but I dont seem to have anything like alpha clipping

shell jolt
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Are there any ways to disable LOD of grass detail in the new terrain editor in unity3d 2021.2b ? ....The tool is nice now in HDRP but I can't find a way to disable the grass lod option anywhere

winter minnow
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Graph Inspector > Graph Settings will reveal the relevant options

lucid badge
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I see

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I've changed it to lit, but I get this result

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And no sign of shadows

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Well nevermind, I now see it. But what of the blackness issue?

winter minnow
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hard to guess

lucid badge
winter minnow
lucid badge
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Here, let me get a ss

winter minnow
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Sure it's a quad, not a sprite?

lucid badge
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Yes, its a quad

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Here is the tree when I put the directional light behind it

sudden seal
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Hi mates! Does anyone know how to make higher the Terrain Collider? I explain created through scripting Open World Game Music System. It reproduces a clip depending on the floor where is the player colliding, and of course, it is easy to edit a box collider to collide with the player and reproduce its correspondent Audioclip, but how do I make highter a terrain Collider to detect the player and trigger its Clip?

winter minnow
sudden seal
marsh wolf
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Is there a relatively simple way to render a terrain like a map, i.e. top down ortho, with contour lines?

clear yacht
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@marsh wolf use a shader that change color depends on the worldPosition.y?

haughty kernel
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Hi, did somebody know how to fix these square lines on the banks of the river and sea?

shell jolt
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in new terrain, you can.. this requires you to upgrade to 2021.2 beta

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I don't know tbh, just give it a try

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I used 3d model for planting shrubs on a cliff side with grass detail... I'm not sure if this feature available in 2020 or below...

still smelt
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hey

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I have a very weird glitch or something.
so i made a terrain and painted it with trees,
while in the editor the trees render correctly, trees doesn't render if they are too far. and that's fine.
but when i build my game, trees outside of the render area also render but they are "smaller" and have a very odd color...
the trees inside the render radius render correctly tho.

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i also got an error, suggesting to change the shader of trees, but that made trees look much weirder

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its a billboard asset ig

shell jolt
still smelt
shell jolt
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set your LOD system for your tree

still smelt
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ok, thanks a lot..
Ill try to solve it..

shell jolt
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there's a cull level in LOD Group component, if you want your tree to be invisible, just the distance of that cull level

still smelt
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ok!

still smelt
shell jolt
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you should learn how LOD Group work tbh 🥲

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click that LOD 0 in the screenshot

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add your assets/model

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Delete the LOD 1 & 2 if you don't need it

still smelt
shell jolt
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yes yes.. thats the idea

still smelt
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i cant select render

shell jolt
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there's a requirement, read the link I gave above

still smelt
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OHH got it

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you have to "open" the prefab first

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yea i tried it without opening it 😓

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what happened to the sizes lmao

shell jolt
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Thats why the terrain editor gave you an option for just that 🥲

still smelt
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i see

shell jolt
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When you click the tree asset/model in the terrain editor there will be options below it

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yep

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🙆‍♂️

still smelt
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but there was no diffrence when i didnt add the lod 😭
so i ignored it

shell jolt
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tbh, I just learned about terrain editor recently, like a month ago.. all you just need to do is read the doc.. that simple 🥲

still smelt
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oh ok,
anyways thanks for your help.. really appreciate it 👍
ill come for help if i need to 🥲

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Yup works fine now, i just have to rework on height again 😭

bronze kindle
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Hi. Anyone knows why my navmesh shows some empty spots?

frail crypt
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Hey is there a way to mass place grass? SPECIFICALLY on one part and not the path?

rustic stratus
rose sentinel
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hey i made a grass prefab but im getting this and cant see any of my grass through terrain editor

rose sentinel
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im now having troubles with my shader i says soft occulision but i dont seem to have it

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im in hdrp btw

rose sentinel
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now im realizing the terrain tools places small models but i cant see the grass

rose sentinel
shell jolt
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yes, same thing as urp.. you must upgrade your project materials

rose sentinel
shell jolt
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no no

rose sentinel
shell jolt
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man, you should read the doc

rose sentinel
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so hdrp wizard

rose sentinel
shell jolt
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change your material to lit and see what happens

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I'm using hdrp for terrain as well and didn't find any trouble with it

shell jolt
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but your material issue is just a common thing happens with a mismatch material type

shell jolt
# rose sentinel

and for this issue, if your grass prefab is parented to a gameobject, make sure it uses the default position (0, 0, 0) or else it will be spawned based on it's parent's position while the grass itself offsetted somewhere

shell jolt
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it's Unity basic understanding of local vs non local position.. here for example

rose sentinel
shell jolt
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everything under cliffside-00 must be 0,.0,0

rose sentinel
shell jolt
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I've no idea then 🥲 sorry, can't help with that

rose sentinel
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i get this waning but idk

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i dont have that exact shader

shell jolt
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I've only used hdrp for my current project, and I used a cut down version of lit shader(custom shader) for my grasses. I have some of my fooliage set to Lit shader and didn't find any trouble..

Again, I'm using 2021.2b, with a lot of new features.. so yours might be different

rose sentinel
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im on that version

shell jolt
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Sorry, can't help 🥲

dusky oyster
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i tried using URP but nothing

limpid acorn
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Pink in urp/hdrp means the material isn't a lit shader, the terrain tool (the beta one) shouldn't show up as that but my personal experience I have had issues with brand new urp projects and the material for the terrain tool loading correctly (but never pink, just weird blue patterns vs grey). Which it did throw an error.

Any materials that show up pink you will need to go through their steps to convert the material to a lit shader, I have even had it still show pink after running through the wizard to fix them but if you dropped them into the scene they were correct, had to restart unity for that to be fixed.

rose sentinel
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anyone got a tutorial on teraining, with textures?

shell jolt
frail crypt
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can someone give me advice on how to make these tree's randomly rotated?

zinc flare
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how do i add color to a hight map

shell jolt
frail crypt
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what here can i change to get the tree's to be Non uniformed and more natural like you said 😭 My brain hurts

shell jolt
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wait, no... in your terrain editor

frail crypt
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But im using Vegetation spawner does that matter?

shell jolt
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Then I don't know about that sorry.. whats even vegetation spwner

frail crypt
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it spawns tree's and grass randomly on the map for you

frail crypt
shell jolt
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but your in Terrain channel, so I was assuming you're using terrain-editor

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no sorry, I don't even know what vegetation spawner is

frail crypt
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oof

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if i get terrain editor can you help me with the tree's thing? srry for asking alot of questions 😓

shell jolt
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Don't depend on one person answering your questions, if you have problems related to terrain editor just post it here.. Others would be glad to help you out if they know the answer

frail crypt
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alr

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is this the right terrain editor thou

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i assume so lol

shell jolt
frail crypt
#

o

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wait a sec there's no download on there? wot

shell jolt
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they named it introduction for a reason. I posted that video link above so you can watch it

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Unity Learn

The Unity Terrain Editor enables you to create detailed and realistic terrains. Using the provided sets of Terrain tools, you are able to efficiently design optimized landscapes with ease. In this tutorial, you will learn how to create and customize a terrain using specific tools and techniques, ranging from shaping the landscape, adding trees, ...

frail crypt
#

bruh

shell jolt
#
Unity Learn

The Unity Terrain Editor enables you to create detailed and realistic terrains. Using the provided sets of Terrain tools, you are able to efficiently design optimized landscapes with ease. In this tutorial, you will learn how to create and customize a terrain using specific tools and techniques, ranging from shaping the landscape, adding trees, ...

#

just follow the steps explained there

frail crypt
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is terrain tools already built in because if so then i already know how to use it lol

frail crypt
# shell jolt so, whats the problem then?

the problem is that i can't get the tree's to look a little more naturally. but yea i know i said i know it but i only needed the basic's since im only making a poly game and the terrain isn't gonna be that interesting

shell jolt
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again, I don't know the 3rd party assets you're using... AND terrain editor has the same functionality to spawn trees, grasses etc

shell jolt
frail crypt
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you know what i'd wish unity had. a feature that when placing tree's or grass using the editor you can specifcy which material it goes on let's say i don't want it to go on grass then it would only spawn on dirt no mater how hard i tried

shell jolt
frail crypt
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yup and im still wondering how

shell jolt
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IF you're using terrain editor... But you're using 3rd party assets, so.. who knows

frail crypt
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bro im sorry im tired i woke up at like 6

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i got like 3hrs-4hrs sleep cuz i went to bed at like 2

shell jolt
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aight, thats unrelated

frail crypt
# shell jolt aight, thats unrelated

yea ofc but like it explains a bit why i missed that sorta. anyway were's the prefab for it? i've gone into the folder where the tree is and found the prefab but there's nothing in there that might help change it

shell jolt
#
Unity Learn

The Unity Terrain Editor enables you to create detailed and realistic terrains. Using the provided sets of Terrain tools, you are able to efficiently design optimized landscapes with ease. In this tutorial, you will learn how to create and customize a terrain using specific tools and techniques, ranging from shaping the landscape, adding trees, ...

shell jolt
#

And sorry for having to say this, you definitely need to learn the basic

frail crypt
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well yea ofc i do

frail crypt
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@shell jolt Just found this out 😭 is there any poly tree's with LOD?

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that's the cause of my issue lmao

frail crypt
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all that link does is confuse me

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Bro 😭

shell jolt
# frail crypt all that link does is confuse me

This is the last time I'm answering your wuestion https://www.youtube.com/watch?v=ifNyVS2_6f8&t=2s

Make your game run smooth by using Level of Detail!

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▶ Play video
frail crypt
#

ok does that cover random rotation

undone lark
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LODs have nothing to do with the rotation of an object.

frail crypt
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so why's he sending me that 😐

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i need solution for random rotation

undone lark
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Because you asked about LOD.

frail crypt
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bruh ok

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is there a video on how to do random rotation because a video helps me alot more then text

undone lark
#

You've literally been asking people to send you videos since yesterday. This discord isn't your personal secretary. Go out and find one, if it exists.

frail crypt
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im bad at wording things

undone lark
frail crypt
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yea and i asked but got smacked around with links and paragraphs and not simple video's that i understand more 😔

shell jolt
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Those bushes/plants will be counted as a Navmesh Obstacle when generating the navmesh @rose sentinel

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I am not sure if this still applies to the new Terrain editor in 2021.2b, bcos lots of things changed there... My guess it is still the same behavior

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any reason why you're not using terrain detail instead?

shell jolt
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wdym doesn't display? If your grass childed to a gameobject, make sure to set the position of it to 0,0,0

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If you mean the grass would not show up from certain distance, proly bcos the LOD system was doing it's work

shell jolt
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Ah yes, but the new terrain editor in 2021.2b can do that

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just saying, you don't have to upgrade...

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oh wait, I think there was a 3d mesh option in 2020, I am not sure,

night ore
#

Does anyone here have knowledge of the Gaia Terrain Generator?

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I am trying to figure out how to apply vegetation below sea level with this tool.

frail crypt
#

how's my path's?

rose sentinel
# frail crypt

I can barely see it, if hadn't told me it existed I probably wouldn't guess that it is one

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From zooming up tho, they seem very smooth and clean, nice

frail crypt
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thanks

spiral onyx
#

so uh why is my neighboring terrain tilted like this?

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neither the main terrain or the tilted one have any rotation (0,0,0)

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and I can't rotate it manually

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it's not a height thing either

fading vine
#

hey I'm new to using terrain in unity. I wanted to know if there was a way to use materials as layers in the terrain

#

i want to generate procedural shaders and use them in layers

frail crypt
#

to say I've never made terrain before this is looking pretty good ngl

fading vine
#

huh hi the grass doesnt show any material on it even though the prefab does. im using the vegetation spawner asset

pale echo
nocturne falcon
#

hi, I`m having some weird lines on a texture, what can it be and how to fix it?

calm quail
#

none of the built in tree shaders are compatible with URP? 😦

winter minnow
# nocturne falcon

This happens always when trying to display extremely smooth dark color gradients as our monitors aren't capable of more than 16 million colors

winter minnow
#

Normally this is imperceptible if you have textures on surfaces and more varied light, but also there's an option called "dithering" that blends those edges

#

A post processing effect

#

In URP it might've been a camera or quality setting, I don't precisely recall

nocturne falcon
#

Thx a lot

floral crow
#

I have a bit of doubt: is polybrush comparable to unity's native terrain tools? I was under the impression that they both do the same thing based off videos on unity's youtube channel. But I did some more reading and there are apparently situations when you should use terrain over polybrush... Some clarification from more knowledgable folks would be greatly appreciated if one would be so kind.

pale echo
#

wip using Viking Village pack. Need to do some lighting in a bit eg add fog. Also need to add more foliage. 👍

woven osprey
#

Reminds me of Mordhau

zinc radish
#

hello guys! very happy to be here 😄 new guy, I transferred from unreal engine 😄

#

i would like to ask, what tools are you guys using for building terrains? 😄

rose sentinel
#

Hey, how would I make a cell terrain level like this?

#

Or is it not possible?

flint sapphire
#

Why does erosion seem to just not work at all

#

2021.2.0b2

#

Default erosion settings

#

terrain heightmap scale is 2049x2049

#

Draw instanced is on

#

Pixel error is 1

#

it seems it only works on like specific angles too?

#

like the tops of peaks and the bottom get affected but the cliffs dont

warm radish
warm radish
flint sapphire
#

sorry for later reply

floral crow
rose sentinel
#

Idk where to ask this but why are my tiles in my palette so big

#

I only want it to fill one of the squares

steep thistle
#

HMM HOw can I GENARATE A PROCCEDURAL map for my game ?

flint sapphire
steep thistle
#

o

thorny yew
#

hi, im using Terrain Tools, im messing around with the tools and the bridge is not working, I set my point but when i click somewhere else, it doesnt create a bridge

shell jolt
#

The bdrige isn't what you think it was.. It's not to make a bridge but rather automatically fills the distance between the two spots

thorny yew
#

i know it doesnt create like a proper bridge, im watching a video on what it is and it's raising the terrain but mine isnt doing that

shell jolt
#

Add some heights to your terrain first

#

not on a plain flat surface like in the video.. give it a try

#

Off topic : If you're not using MaskMap yet for your terrain, use it!

It absorbs lights and reflects the environment lights much better with it

#

Not my video or anything, proly w'all could learn from it too

winter minnow
#

Mask map is just a texture that has metallic, occlusion, detail mask and smoothness maps packed together

shell jolt
#

True, but some still confused on how to use it, especially on a terrain..

rose sentinel
#

Can someone tell me where to ask the question I asked earlier

raw trail
shell jolt
#

You don't make the sea bigger, but rather, make a couple of it then loop it

#

You need to change how your shader reacts to object in world space, by this I mean, if you have a couple of planes and those water ripples still moving around so if you have a couple of it, the ripples would be stitched or connected seamlessly from one to another..

Tbh, I'm having a hard time typing this in english... sorry

#

and by looping I mean something like this. It slightly different but you should get the idea

raw trail
#

Oh yeah I see, I'll try to see how to implement that

#

Thanks a lot !

winter minnow
sly kindle
rose sentinel
#

How do I do that

pine sierra
pine sierra
steep thistle
#

Not yet dude

#

im triying to

#

Wait for 1 day I'll figure it out

#

asap

frail crypt
#

idk what it is but something about this feels off can anyone understand what it is?

rose sentinel
#

also, considering it's a valley, perhaps you could add a river here

shell jolt
frail crypt
rose sentinel
#

Silva3D Plant Model Sampler may work

#

I've never used it in terragen or any terrain, but from the look it seems good

rustic cipher
#

Hey guys, can I somehow increase the tree distance render setting beyond 5000 without using a script?

#

Nevermind got it xd

frail crypt
#

Does anyone know why my Tree's Are BLUE! WTH

coarse sphinx
frail crypt
#

how can that help?

frail crypt
#

it doesn't help me at all

royal hatch
#

Hi there, I've a question, so I'm doing a custom terrain (it's something really specific) and I wonder if there's a way to add vegetation to it once it's imported.

shell jolt
#

Or you can make your own editor tools to scatter them, ofcourse you need a bit of c# knowledge

rose sentinel
#

hello guys. i have this summoners rift(sr) model on .obj but when i import to unity the model looks like that. i also tried .fbx and nothing changed but when i import the sr to blender the model is fine. someone knows how to help me? this project is just for learning about unity and blender

shell jackal
#

hey how do you import 3d terrain into unity

rose sentinel
shell jolt
#

Note: Blue -> facing outward, red -> inwards (if you're using Blender)

royal hatch
rose sentinel
#

I figured out how to make procedurely generated terrain but it makes unity editor lag after i wander a bit is there a way i can increase performance because i think you can delete terrian as you go by and make it as the player wanders

low whale
#

Do whatever calculations that need to be done on a different thread and don't destroy/delete terrains but rather disable them when they shouldn't be visible

rose sentinel
#

Thank you

stuck dust
#

hi please if you could help me im trying to smoothen the edges of the terrain

#

how can i do this?

#

please i really could use some help its urgent 😦

marble sentinel
stuck dust
#

im trying to smooth the terrain edges out so its not as rough

marble sentinel
#

so you want the checkerboard to fade out into transparent?

stuck dust
#

just a second ill try and show what i mean

#

when i use the paint holes option the edges are super rough i would like to smoothen these out

marble sentinel
#

do you want the top one or the bottom pic?

stuck dust
#

bottom

marble sentinel
#

ok that has to do with your texture size

stuck dust
#

there is currently no texture

marble sentinel
#

at least i think it should

#

every terrain has a texture

stuck dust
#

so its to do with the base texture unity provides me?

marble sentinel
#

it is a greyscale to determine how high your terrain is and where which texture is applied

#

give me a sec i will try to recreate your problem

stuck dust
#

okay so if i wanted to fix this i would have to what exactly use a smaller brush size or apply a texture and then paint

#

sure

#

tyt

#

rn this is simply a terrain and all i did was use a default brush and painted holes

marble sentinel
#

the heightmap resolution changes how many pixel your terrain uses to determine things like height or "hole"

#

so using a higher res should make the edges mores smooth

#

If you use the correct brush of corse

#

also important: if you increase the resolution AFTER you painted a hole, it won't smooth the holes already existing

stuck dust
#

alright thank you so much i will try this

#

thank you!!!

marble sentinel
#

thank me after it worked

#

otherwise we need to find another solution

stuck dust
#

yep it works much smoother thank you so much!! @marble sentinel

marble sentinel
#

glad i was able to help. now finish your project and become a good game dev 😄

stuck dust
#

@marble sentinel as nice as it was it was very intense on my laptop will have to redesign the map or leave it as a square

#

i also have auto generated lighting on which is draining enough as it is xD

#

i tried to run it both my cpu and ram shot up to 100%

marble sentinel
stuck dust
marble sentinel
#

if its for your study, then your prof mainly wants to see that you know about features and can use them. write a proper documentation so he knows "what you do and why you do it" thats worth way more than a nice edge on the terrain

#

trust me. have been there^^

stuck dust
#

so stay away from auto generated lighting and

#

stick with 2k on the terrain

marble sentinel
#

at least for the moment

#

you can crank up to 4k if you have a project that benefits from such high Heightmap Resolution

#

but for now its not worth it

stuck dust
#

Alright thank you!! @marble sentinel big help

marble sentinel
#

You are welcome 🙂

shell jolt
#

Accidentally found out that the terrain editor has Orthographic mode, not specifically for the terrain editor, but it feels right when using it for terrain prototyping . The documentation of this is a bit hidden tbh

#

well, better late than nothing I guess

frail crypt
#

Someone please save my sanity 😭

#

the grass is ugly. and the grass terrain doesn't look THAT good. does anyone know of an asset that deals with this?

neon hemlock
#

does anyone know why my grass is dark at the bottom? it's not the texture.

#

the one on the right is a detail mesh and the left is a grass texture

neon hemlock
#

nevermind it was a problem on the mesh side of things, so i just went into blender and dissolved the faces so the grasses are just single planes

#

like so:

#

they're still dark at the bottom when i go under the terrain, but i guess i can just move the mesh down in blender:

neon hemlock
#

or you can find realistic grass textures on textures.com or quixel megascan

floral crow
#

are terrain shortcuts in unity 2021 reduced? every tutorial ive come across seem to have more shortcuts for direct brush manipulation (scale, rotation etc)

shell jolt
#

No.. still the same

floral crow
#

for some reason i can't make use of scaling and rotating shortcuts? (or even the sample height shortcut)

#

obviously i can manually set the sliders anyway, but it is a bit nicer to have the shortcuts

shell jolt
#

I'm not sure whats happening with yours.. I'm on 2021.2b and all fine and dandy

floral crow
#

maybe its bcos im on 2021.1.22?

#

i doubt thats the problem though as most tutorials are on 2019 or 2020. it would be strange to have 2021.1 be an outlier

shell jolt
#

nah.. they won't change it

floral crow
#

thts my thought yes... at the very least not being able to sample height is a pain

shell jolt
#

also, you must hold the buttons while moving your mouse to adjust the values.. incase you did it wrong

floral crow
#

wait...without clicking on any of the buttons?

shell jolt
#

Figured thats might be the case with yours ahaha

#

no need to hold your mouse buttons

#

just the keyboard button + move your mouse

floral crow
#

it doesnt appear to work for rotation unfortunately

shell jolt
#

as long as the others work now, 🙂

#

you need to figure it out yourself I think

floral crow
#

well i did a silly with the scaling, it as pretty obvious that [ ] controls though, but sample height is a mystery

floral crow
shell jolt
#

sample height? just hold ctrl + left click to sample then do whatever you want after

shell jolt
floral crow
#

im not disagreeing, im prone to missing things because of my propensity to pingpong from one thing to another haha

shell jolt
#

and I didn't judge you either.. sorry if that sounds harsh 🥲

#

language barrier

floral crow
#

shift+click lowers terrain however

shell jolt
#

just read the docs. that would save you a lot of time tbh

floral crow
#

yeah its time to check

floral crow
# shell jolt just read the docs. that would save you a lot of time tbh

I eventually realized i missed a step, i did not have the terrain tools enabled, and i had to enable the package through a link for some reason. NOW everything works as in the tutorials.... except for the smoothing shortcut which was the thing that started this whole sidetrack in the first place 😅 Plus side is i figured out how to use smooth height effectively shortcut not withstanding. Thanks for the pointers regardless!

#

and i just noticed that the latest version of the terrain tools were last updated november 2020...

shell jolt
#

they revamped the terrain tool quite a lot (internally) on 2021.2 beta... nothing to worry about...

floral crow
#

oh! thats good to hear. weird how even as a preview the terrain tools are not present in the package manager though

shell jolt
#

enable experimental

shell jolt
floral crow
shell jolt
#

you mush refresh the package manager

#

after

floral crow
#

Ivehad access to it since last i mentioned 👍

#

I actually did try to refresh, it still didnt appear. A quick search led me to a video tht helped

frail crypt
floral crow
frail crypt
floral crow
#

Based on my understanding

frail crypt
#

Ok so how do i download textures from textures.com? because i can't be bothered to mess around with all this stuff with Quixel

#

@neon hemlock even with the links you gave i can't find any good grass or grass textures 😐

floral crow
#

They have some grass alpha textures iirc, but its been a hot minute i cant confirm

shell jolt
#

Legend once said, you don't need to bother with the licenses and what not until you're done with the prototype...

paper grove
#

is it possible to make 3d mesh like stones inside unity (v5.6.7f1) or do i have to make it with another program and then import it?

#

or edit existing meshes

shell jolt
#

use blender and use rock generator instead 😃

#

and decimate the vertices after so you'll get low enough poly

winter minnow
#

I haven't used probuilder but I guess it can do simple rocks

#

But learning some proper modeling 100% worth it over trying to make meshes with tools not really specialized for it

winter minnow
shell jolt
#

I really wish they would add overhangs and true terrain holes supports in the terrain editor...

primal stag
#

Where does the NavMesh have to be in the hierarchy?

primal stag
primal stag
frail crypt
#

does anyone have a path texture that'd go well with this?

desert sun
frail crypt
desert sun
frail crypt
desert sun
shell jolt
frail crypt
# shell jolt Sure! 👍

I'm just trying this for testing purposes and was wondering how to get rid of these weird repeating lines in my texture

shell jolt
#

set the tilling offset a bit larger

#

also, you must see it from your character's POV not scene view

#

this part

frail crypt
shell jolt
#

in the material of your terrain layer

frail crypt
#

? this is all i see

shell jolt
#

yes

#

OR just set it from layer properties of your terrain layer in Paint textures tab

frail crypt
#

also from my character's POV it's ok. it's just for the future if i ever add sopmething that let's you see it from a top down view or something i wouldn't have to worry

shell jolt
#

sorry for my bad english..

frail crypt
#

im just a little stuck and confused as to what to change to make it a little less ugly looking

shell jolt
#

See Mask Map there in the last screenshot

#

and play around with the channel values

frail crypt
#

these change nothing

#

Metallic and smoothness do and the black thing does but the other stuff doesn't

shell jolt
#

just do it from your Terrain properties

#

much clearer

frail crypt
#

but idk which is my mask map though

frail crypt
shell jolt
#

thats understandable 🙂 ... baby steps

#

which part of the documentation linked above you do not understand?

frail crypt
peak otter
#

Hi everyone, is it possible rise terrains based on the texture in the terrain level?

blazing lynx
#

change texture based on height

peak otter
#

I know thats why I'm asking if is possible the other way

swift oyster
#

hey guys. I was hoping I could get some help understanding why my Navmesh and Terrain is messed up. I have it set to Static -- Navigation Static. Advanced set the height map, but its like my water area extends forever and tons of chunks all over causing the NavMesh to freak out. When I place a NPC Spawner it ends up under my mountain since it is maybe taking the mesh of the water vs height?

#

and my NPC Spawner below where it should be.

shell jolt
#

Make sure you're not scattering anything other than just tree using Paint Trees... other than that, they would be counted as navMesh obstacles

#

e.g: Scattering rocks, grass using Paint Trees... <- don't do that

#

every tree instances in the terrain editor would be counted as obstacle

#

so if you scattered grasses or rocks using Paint Tree they would mess up your navmesh pretty much. The rocks may not be that bad bcos you only want a little amount of it scattered on your terrain, but grasses would become a problem as they used to have a very high density space/tight space (I'm not sure what this should be called in english, sorry!) between them

swift oyster
#

ah ok that makes sense. Thanks!

shell jolt
#

If you're not using Navmesh, you can do that tho, bcos Paint Trees gives us flexibility to use our own LODs 🙂

frail crypt
#

Anyone know of an asset that would let me scatter things on the path?

#

because right now it's looking kinda plane and boring

shell jolt
#

what things? terrain details of the terrain editor would let you do that

frail crypt
shell jolt
#

yes yes.. use terrain details

#

it's right next to the paint trees tab

frail crypt
#

but i don't have an asset with good rocks or twigs or anything

shell jolt
#

sketchfab is your best bet...

#

well lots of others tbh

frail crypt
#

and what do i search for specifically im bad at wording things

shell jolt
#

🥲 I'm not sure how to answer this haha... try sketchfab 1st

#

or you can ask some fellas at #💻┃unity-talk lots of them very knowledgeable about this

frail crypt
#

how do i word it in sketchfab though?

shell jolt
frail crypt
#
frail crypt
#

what should i put on this island?

shell jolt
#

how about, add a character instead, or a box or anything so you can roaming around based on it's pov rather than from scene view 😃

frail crypt
#

i just can't find the cabin (my games Poly themed)

lilac falcon
#

Yo is there any way I can change the height limit?

#

I just learned unity so...

velvet radish
#

A quick question.. Arent Unity Trees still not supported in HDRP on Unity 2020.3?

shell jolt
velvet radish
#

I meant the 3D trees we can create inside Unity and add them on terrain using add tree.. does your yes mean they are supported or or yes they are not supported yet.. sorry been looking at this from morning

shell jolt
#

I've never used the tree gen in Unity.. i always made them via maya/blender

velvet radish
#

Do they sway in wind?

shell jolt
#

the yes answer was for terrain detail... it still can't scatter grass

shell jolt
#

like 5x much better than the wind solution that comes with the terrain editor

velvet radish
#

would you be kind enuff to share any link on how to approach it

shell jolt
#

sent it... that's mine ...with built in lod system which is still quite simple..

#

don't dm.. just talk here

#

for more appropriate solution, you can use the vertex painting method which shown in this video... still same level of difficulty level... beginner friendly https://www.youtube.com/watch?v=ZsoqrHHtg4I

In this video, we’re going to show you how you can use Shader Graph to simulate wind interacting with vegetation in your scene.

Check out the Boat Attack Repository here!
https://on.unity.com/3jeA8yg

For more information about the Universal Render Pipeline click here!
https://on.unity.com/2ZD1ma0

Learn more about Shader Graph here!
https://o...

▶ Play video
#

pls do your own research about vertex painting

velvet radish
#

Thank you so much

shell jolt
#

good luck!

opaque coral
coarse ember
#

Am I crazy? Did they remove Navmesh Surface?

#

Nevermind. Just read in the documentation that it's something you have to manually download.

dire flower
#

I have a problem. I updated my Unity project from 2019.4.30f1 to 31f1 and all the trees on my terrain have seemingly disappeared. I say seemingly, because they're still there, but just invisible. If I change their shader to standard shader, they reappear but without all the wind and other effects the foliage shaders provide. And if I load the demo sceme from the asset I'm using, I see those trees, and if I then load my original scene, I see the trees again. But if I save that scene, and reload Unity, the trees are gone again when I restart. I have tried reloading the tree assets and deleting the library folder they and the shaders and materials they use no no avail.

Does anyone have any suggestions as to what I can do to un-corrupt this project?

#

I should probably mention that these shaders were made in Amplify shader editor, I'm using the standard pipeline, and the issue affects not only the trees painted on my terrains, but also the trees which were manually placed in the heirarchy. So it seems to be some kinda issue that involves the shaders, but the shaders otherwise seem fine. I have not changed them and they were working okay until the upgrade.

dire flower
#

Another strange piece of the puzzle is that I have found if this script's code is in the scene, the trees appear again...

    {
        Shader.SetGlobalInt("TFW_EnableWind", EnableWind ? 1 : 0);
        WindDirection = transform.forward;
        Shader.SetGlobalVector("TFW_WindDirection", WindDirection);
        Shader.SetGlobalFloat("TFW_WindStrength", WindStrength);
        Shader.SetGlobalFloat("TFW_WindSpeed", WindSpeed);
        Shader.SetGlobalFloat("TFW_WindNoiseScale", WindScale);
        Shader.SetGlobalFloat("TFW_DirectionRandomness", DirectionRandomness);
        Shader.SetGlobalFloat("TFW_LeafFlutterStrength", LeafFlutterStrength);
        Shader.SetGlobalFloat("TFW_LeafFlutterScale", LeafFlutterScale);
        Shader.SetGlobalFloat("TFW_LeafFlutterSpeed", LeafFlutterSpeed);
    }
}```
#

If the game object with the script is disabled when I first open Unity, the trees aren't there. The minute I enable the game object the trees appear. If I then disable the game object, the trees remain. If I uncheck "enable wind" in the inspector, it does not make the trees disappear either.

dire flower
#

Well it turns out the shaders had globals in them which apparently don't work even if you set default values in Amplify, if they're not set from a script. By changing those to constants instead, the shaders now work without the script. Granted, I can't change the values without recompiling the shaders now, but VRChat doesn't allow scripts, and I didn't feel like re-writing that in their custom scripting language just to be able to adjust the wind in my scene.

fringe yarrow
#

TerrainToolbox: Heightmap resolution per tile is not square size with current settings. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
No results on google or on this discord 🤔

#

Holy moly the TerrainToolbox is picky about its input data

shell jolt
#

heightmap resolution must be power of 2 + 1

#

incase you have some fancy custom script messing around with the terrain

frail crypt
#

is there a way of placing fences fast in a straight line? because i've got this MASSIVE terrain and i need to place fences on one side but i don't want to manually place fences 1 at a time and aligning them tediously

shell jolt
#

Sounds like a perfect job for custom c# script?

#

otherwise, if you're sure how many of them would be lined up along with their rotation, just use 3d software you're using to quickly line them up then import it to unity

shell jolt
dire flower
frail crypt
frail crypt
shell jolt
shell jolt
#

Man, I really wish they would add support for overhangs and true terrain holes to the terrain editor....

pale echo
#

Anyone got any good grass models/textures?

pale echo
#

And trees by any chance?

shell jolt
#

sketchfab ?

woeful shoal
#

My world will randomly occlusion cull things that are in direct vision with nothing blocking thier view, like the entire floor

brazen reef
#

im having an issue with trees being placed way too big with the tree painter in the terrain tools, despite being scaled correctly in blender and the prefab having the correct scale. Anyone know how to fix this issue?

#

when i drag the prefab into the scene, the tree is the correct size, however when i try to paint them onto the terrain they are placed so big that they can only be seen from a certain angle due to the camera clipping

shell jolt
#

good luck!

brazen reef
#

@shell jolt I put it to 0.001 and there is no difference

shell jolt
#

no no.. did you slide the slide way down?

#

I don't recall we can input any numeric values to it... proly in the older version but not qure

#

Also check your scale when importing

#

and when exporting from Blender, make sure to Apply Transform AND make sure your object's scaling is also applied by hitting ctrl + a in blender..

#

you can see at your object's transform in Blender.. if they are not (1, 1, 1) then you must apply it first by hitting ctrl + a

brazen reef
#

applying transforms didn't work however lowering the scale factor did work.

#

thanks for the help

shell jolt
#

Either way, glad you solved it

pale echo
rose holly
#

how y ou guys use this complicated tool terrain so well

shell jolt
#

if you think Unity's default terrain system is complicated, then perhaps, Polybrush is your cup of tea.. it's like a cutdown version of unity's terrain editor

rose holly
#

i think it looks meh

#

its my first terrain

shell jolt
#

after you're done with the terrain then go to #archived-lighting bunch of cool fellas over there that can help you out

#

in the mean time, enjoy scattering those trees!

shell jolt
#

I dont think you're allowed to promote tiktok or whatever that is

#

<@&502884371011731486>

sour totem
#

@bronze lance no reaction videos or off-topic posts thanks.

peak otter
#

Hi I have a .png map I tryed to convert in .raw but when I import it in the terrain it make only spikes. How can be solved?

pale echo
#

Bean

rose sentinel
#

im guessing Unity terrain layers dont have an option for Emissive Maps?

shell jolt
rose sentinel
shell jolt
#

well, you can make your own shader for your terrain...

shell jolt
rose sentinel
#

unless I want to be able to sculpt the terrain within the editor. But i gather the answer is basically no unless I do my own shader.

shell jolt
#

you sculpt your terrain with the terrain editor, then make your custom meshes that you're expecting to glow, import it to unity and add material with emission on...

That said, terrain editor is only for general use cases...

shell jolt
#

well, you must use MaskMap for those to work properly... been like that for ages I guess

shell jolt
#

thats not how maskMap supposed to be used 🥲

#

The Alpha in MaskMap should affect smoothness (that is if you had the Alpha channel assigned to it when you packed your texture).. either way, you must make your Mask Map for those to work correctly

shell jolt
#

if you're confused how to make one with channelPacker, let me know, I can show you.. it's super super easy

#

put every textures to RGBA channel as mentioned in the doc.. You can leave detailMap slot empty(if you don't have one ready) but you must still need to toggle on the blue channel

#

then generate.. as easy as that

#

@silk needle

#

I don't think a greyScale texture would work for maskMapping, but hey, glad it worked for you!

raw cargo
#

Hi I am using a terrain to paint trees and they don't appear in scene or game view when they are too far

#

any solution?

shell jolt
#

change your tree distance

shell jolt
raw cargo
shell jolt
raw cargo
#

yeah even at max it still doesnt show

shell jolt
#

dayum... how far you want those tree to show up 😃

raw cargo
#

I won't know it is fairly close

shell jolt
#

set your camera far plane

#

thats the unintuitive way of doing it, the other way is to make your own lod

covert viper
#

don't be intimidated by LOD groups

#

they super simple and super powerful

#

5 min youtube video and you're lod'in

raw cargo
#

here nothing

shell jolt
#

5000 for far clipping plane of a camera is a bit too much.. I mean waaay too much 😃

raw cargo
#

yeah this is just to show

shell jolt
#

try from 400 then increase it from there

raw cargo
#

that those won't work

#

yeah not fixing anything

shell jolt
#

you can set your level of detail to those trees to whatever distance you want...

nocturne quarry
#

somone knows why it is kind of an offset on y axis on my tile palette? and how i can fix it?

shell jolt
# raw cargo here nothing

You know... having all those trees show up at once at a very far distance is not a good thing. Usually, in any of your favorite games you played that show those entire island/terrain they packed it into single or a couple of joined meshes with less polygons... thats why you must learn how to use LOD

raw cargo
shell jolt
#

no no... read the link I posted above regarding LOD

#

read it first, take your time... you'll understand what it means

shell jolt
#

tbh, you can do this at a later time, but it's up to you

raw cargo
shell jolt
#

aight, good luck!

raw cargo
#

ok I think I got the hang of it

#

as you said

#

I can do it later

shell jolt
umbral beacon
#

Hello all, I have been looking around trying to learn about procedural terrain generation 3D (similar to that of Minecraft/Valheim) however, I cant find any clear guides/explanations. If anyone has helpful links/sources that would be greatly appreciated? Thanks!

shell jolt
#

You can generate the terrain procedurally with Blender, then later on in Unity you can use triplanar shader for it's surfaces

#

many ways, thats the easiest

#

Also keep in mind, procedurally generated terrain most of the time would not give the best result or at least not the one you're looking for... depends on your use cases I guess

#

If you somehow know how to code, I can give you some insights on how to do it. I made some procedurally generated terrain myself for my past projects

umbral beacon
#

Thank you! (yes in my case I wanted random terrain like the game Valheim to make a survival-type game) (I am also fairly new to unity coding)

hollow kindle
#

Hi all, new to using Unity, so I'm starting with some tutorials.
I've got a weird issue where my terrain doesn't have shadows, so I can't see what I'm editing, but it doesn't have the issue in the tutorial: https://learn.unity.com/tutorial/working-with-the-terrain-editor-1

Unity Learn

The Unity Terrain Editor enables you to create detailed and realistic terrains. Using the provided sets of Terrain tools, you are able to efficiently design optimized landscapes with ease. In this tutorial, you will learn how to create and customize a terrain using specific tools and techniques, ranging from shaping the landscape, adding trees, ...

spiral garden
hollow kindle
#

Yes.

spiral garden
#

Also, why are you so sure that it's actually lighting and not brushes for example?

#

Is there anything drawn on your terrain?

hollow kindle
#

Here's another angle

#

Here's a sphere for comparison

spiral garden
#

Okay

#

Can you take a screenshot of the material you're using for the terrain?

hollow kindle
#

It says "none (physic material)" I haven't added a material because the tutorial didn't say to add one.

spiral garden
#

Not the physics material. There should be a field for terrain material in the terrain component settings.

hollow kindle
#

Oh. "TerrainLit"

spiral garden
#

double click it and take a screenshot

hollow kindle
spiral garden
#

I mean, take a screenshot of it's inspector.😅

hollow kindle
#

Oops, here you go

spiral garden
#

No, the inspector of the material...😅

hollow kindle
#

Oops 🤡

#

Also, here's what happens when I try to change the material

spiral garden
#

Interesting. I just tried out creating material in URP and it becomes unlit like that in a certain situation as well

#

Go to Window - Rendering - Lighting - Environment and take a screenshot

hollow kindle
spiral garden
#

Disable fog

#

Your fog density is to thick. Did you set it yourself?

hollow kindle
#

No, I just opened up a URP per the tutorial and started following directions.

#

It's working now. Is there a reason it would be on to begin with?

spiral garden
#

Donno. For me the setting was on 0.01 by default.🤷‍♂️

hollow kindle
#

Thank you so much for your help!

haughty sage
#

so bois, I'm following an official unity tutorial

#

and they said they need to use a special plane with more subdivisions

#

how do I get that special plane or at least make it

shell jolt
#

No such thing as special plane...

#

watch closely, proly you missed something

#

for high poly terrains, more polygons mean more smooth... same rule applies to other 3d objects you make in 3d software

#

and it comes with price... you must do your own research on this.. google is your bff

glossy canopy
#

anyone here know how unity terrain grass works? what opitimisations do they use?

#

i would like to implement my own grass with billboarding on custom meshes

#

how do you make a bunch of sprites/billboards

#

without it costing a lot of performance

shell jolt
#

May I asked how far your progress with the game? You should concern about this at a later time

glossy canopy
#

I'm not looking to make a game yet, I am concerned with making a custom pixel art renderer.

#

Unity grass doesn't make sense for what i'm doing

#

hence i'm "reinventing the wheel" (but not really)

limber garden
#

unity terrain tools says its loaded but no where to be found.

#

what am I missing

strong fox
#

Hi, I'm kind of at an impasse of how to best approach making a "rainbow" road in my terrain. I think it may just be best to create a cube walkway and just unwrap the UV's on that and kind of set it on top of the terrain. Though it obviously wouldn't "blend" as well as painting the texture on it. Unless there is a better way to make sure the rainbow is always aligned with the way the path I paint is?

shell jolt
#

make the texture rainbow instead?

strong fox
nocturne obsidian
#

why terrain change shapes when i go away i made some holes but when i go a little bit away holes looks like buggy shapes how can i fix this annoying thing

#

for example there is a road but at game and scene lookls like its look like a normal lake

wooden sleet
#

Hi I have a question guys

#

Is it possible to make terrain in blender then import it ?

#

Or should I just make it using Unity?

shell jolt
wooden sleet
#

Yeah alrdy haahaha watching youtube videos and reading articles about it

shell jolt
#

Why not give the terrain editor a try? It's quite easy to use if you're just starting

#

The good thing is that, you can spread your trees and what not with it...

safe sable
#

hey, guys, I need some help I bought an asset pack (low poly trees) and when I try to open it the trees are all together I cant separate them can someone help me?

shell jolt
#

do that in 3d software such as Blender or something

deft hornet
#

Hey guys. I'm trying to make a moon surface. It doesn't have to have huge craters or anything. I need it to be relatively flat, but still feel like you are on the moon. Any tips on where to start?

shell jolt
#

whats wrong with those terrain brushes? Have you tried to use them?

marble lagoon
#

How hard is it to voxelize your terrain? My game is gonna have building mechanics and I figured players should probably be able to manipulate the terrain
Or maybe it doesn't need to be voxelized, maybe just a meshing system?

#

I am a little concerned on how much overhead this would create. Both in terms of work done and memory used

pale echo
earnest lynx
#

I have an open question for anyone browsing the channel.
Has anyone brought over a generated city into Unity from another program?
I'm thinking of generating a city in Blender, and then importing the city over to Unity.

shell jolt
topaz smelt
#

Anyone know why I cant import my 16-bit RAW heightmap? I can only import it as 8 bit, and its a little too jaggy for my taste. I'm getting the following error when trying to import as 16-bit : IndexOutOfRangeException: Index was outside the bounds of the array. UnityEditor.ImportRawHeightmap.ReadRaw (System.String path) (at <44c3723143904fb88deebc993c7bb491>:0) UnityEditor.ImportRawHeightmap.OnWizardCreate () (at <44c3723143904fb88deebc993c7bb491>:0)

#

According to GIMP, the image is 16-bit

vale gulch
#

i'm trying to use my custom tree i made , but i need LOD groups to support custom rotation

#

but if i use an LOD group it throws this error at me and i cant paint it with the terrain tree painter

shell jolt
#

post a screenshot on how you setup your LODs

vale gulch
#

i just add the LOD group component

shell jolt
#

hit that recalc bbounds

vale gulch
#

same issue

shell jolt
#

are those LODs use a very high scaling?

#

play around with it, also try restarting your unity

#

sometimes, this kind of warnings are false-positive and would be gone once restarted

shell jolt
vale gulch
#

no luck :/

deft hornet
#

Any idea how to get rid of the glossy/shinyness of this URP terrain? I've tried setting the alpha source of the texture to "None"

shell jolt
#

Play around with the smoothness/metalic properties of the material

wooden sleet
deep gazelle
#

ive googled a lot and I still dont understand what a mask map is

#

what does it do

#

also how do people do texture tiling which doesnt look terrible

#

do AAA studios basically jus use giant textures for large areas so that the seams are less noticeable

dusky atlas
#

Properly tiled multi texturing combined with things like shrubbery/grass etc to break up the terrain is usually enough

deep gazelle
#

👍

shell jolt
dry moth
shell jolt
#

what can I say, 6 y/o pc

median plover
shell jolt
#

Still looks empty tho 🥲

karmic echo
#

I saved my project and reopened it and the tiles are now pink and no texture? Except the stone monument everything has changed

nocturne seal
#

I think that's because the file has been deleted or corrupted

#

go back into tile pallet and see if the image is still there.

crude rampart
#

hi! im making a mountain with the terrain tools, and i cant seem to figure out how to make the steeper parts of the mountain made out of rock, and the flatter parts of snow. i would like to do this with a shader. does anyone know how to do it?

karmic echo
neon hemlock
#

Help please! I created a shader graph material for my grass to sway like in the wind but the material doesn't show when I paint the grass as a detail mesh on terrain:

topaz smelt
#

Anyone ever seen this before? Touching a 2K terrain in play mode freezes the editor while it just eats all available ram and crashes out of memory? 🙂

raven pond
shell jolt
#

still not blend well with the fog

languid trellis
#

Hello so how do i put my texture into my terrain

#

Anyone?

neon hemlock
#

You have to click on edit terrain layers

#

Does anyone know why my grass color keeps changing to another color? My grass is painted as a detail mesh. I tried playing around with the grass tint under wind settings but it didn't change the color changing like the grass is glowing

raven pond
#

Why doesnt unity have a solution like this

topaz smelt
#

Why doesnt unity have a solution like this If you're new to Unity, prepare to ask this question many many many many times

#

It is good for mobile, yes. As far as I know, its the go-to solution

raven pond
#

Im not totally new, just some things man, like wouldnt that be an obvious solution

#

I have no problem paying for good solutions, but its weird that some of them doesnt come out of the box in a leading game engine

#

I have a game that is based in a forest, recently i purchased Mobile forest vision that allows me to create a big forest with VERY few drawcalls

#

But my problem after that is that that asset does not have billboards / LODs

#

So Mobile forest vision will reduce my drawcalls alot, but now my tris count is just too much

#

Anyways, the Amplify Impostor asset looks great on the preview videos, can barely see a difference in 6tris vs 6k

#

But for 50 euros i want to be sure it will work :p

#

Hmm i wonder if it will break Mobile Forest Vision

rose sentinel
#

hey guys, how do I use assets I downloaded from Quixel Bridge in Unity

#

I did install the Unity plugin and imported the package

#

but how I use it in my game

crude rampart
#

anyone know how i can make the steep parts of my terrain made out of rock while the rest is made out of snow? i've been trying to figure this out for ages and i cant find any help. a bit like this image:

raven pond
#

Or is it just for really far away assets that will remain billboarded?

topaz smelt
#

I dont know. You could read about it or check their youtube video presentations

#

I dont know why anyone would use it if it didnt dynamically switch LOD

raven pond
#

Yeah right

#

Thanks will research it

solid crag
#

anyone knows how to export terrain as obj?

leaden niche
gilded fox
#

I've added this free Nature kit to my project to just get up and running with some grass and trees real quickly

#

But the textures won't load correctly on all the assets - they just appear pink

#

Not really sure what the issue here is.. but I'm just a fledgling developer trying to handle 3d design and substance painter for the first time and trying to use my web programming skills to translate for game programming - so im guessing im missing something like a shader or something?

shell jolt
#

you're using urp or hdrp? either way, you must upgrade those materials

gilded fox
#

urp

#

upgrade?

rose sentinel
calm summit
#

Using the terrain tool to create a a cliff. As you can see it stretches the texture. Is there a way around this that creates new polygons?

tardy raft
calm summit
#

brush size affects texture stretch?

deep gazelle
#

Is there much of a performance hit using like 100 terrain layers

#

Of textures that are 128x128

#

If anyone is aware

potent acorn
#

100 terrain layers sounds insane

warm radish
#

perf cost would come from the number of passes needed to blend 100 terrain layers. terrain blends 4 terrain layers each pass so you'd need 25 passes

shell jolt
#

dang.. 100 layers 👀

#

so, you're painting Monalisa to your terrain? .. jk 😃

shell jolt
#

And here's the smooth-height in action fixing those stretched textures

Note: You must use the most soft brush

long flame
#

Hi! I wonder if anyone can point out solutions on achieving Top Down grass 🙂

forest belfry
#

ArgumentException: UnityEditor.TerrainTools.PaintHolesTool and UnityEditor.TerrainTools.PaintHolesTool have a conflict in the stable type hash

hey bros, how would you solve this problem ?
as far as i can tell UnityEditor.TerrainTools.PaintHolesTool looks exactly like UnityEditor.TerrainTools.PaintHolesTool with case sensitive, i'm clueless

#

just import the terrain tool and didn't do anything with it tho

#

unity 2021.2.2f1

shell jolt
visual cliff
#

When I add a texture layer to my Terrain it gets really shiny. How can I stop this?

visual cliff
shell jolt
#

tweak them still.. just give t a try

#

and check your normal map, make another one with less contrast to test around

burnt oracle
#

Is it possible to save out the paint details as a template to use on another terrain?

rustic cipher
#

Hey, when I create reflection probes and place them, my entire terrain gets affected by them. Does anyone have any experience with this problem?

glass wigeon