it shows some new models like maple sapplings, blackberry bushes, weed and nettles all rendered with the advanced foliage shader (both: placed as single game objects and placed within the terrain engine) next to the new grass shader which allows even complex geometry without any restrictions in uv mapping (look out for the clover near the extraction point – just a poof of concept…)
Created an account just to tell you how awesome you are. Thanks a ton for your time and effort! This is great work and will benefit my project tremendously.
Yes, it is actually true that you have already published some tutorials. I would assume that it is more about artistic talent that I am currently missing. Anyway, it is always nice that you publish the web player scenes because it is good to “study” the scenes (materials, placement of the assets, etc.).
From original post “Read the docs.http://bit.ly/JkLwD1” This link is broken. Anywhere else I can find step by step documentation? Would love to get our tree model library into unity.
Hi Lars. I have a couple of questions, just to make sure I understand correctly:
Do the shaders work with Unity 4.0?
Does this mean I can create models for grass patches, bushes, etc… and then just clone them in the scene and place them manually? So even though they wouldn’t be painted on standard Unity Terrain, they would still be procedurally animated?
sorry for my late reply but i haven’t seen your post until now.
i just made a quick test: yes, they do.
it is up to you: you can place grass, bushes etc manually or using the terrain engine.
no matter which way you choose, the shader supports procedural bending, bump mapping, specular lighting and receiving shadows.
however, only manually placed objects will also cast shadows.
so in case you do not need the objects to cast shadows placing them within the terrain engine would be the fastest method as far as rendering is concerned.
but as the shader also supports dynamic and static batching, LOD groups and even combined meshes even manually placed objects can be rendered very fast.
for these reasons i usually combine both ways: most of the objects i place within the terrain engine then i add some manually placed objects as i want their shadows.
but of course you can use the shader just outside the terrain engine in case you want to have some plants in a flower pot or some ivy on a wall.
Very cool. Just one question: do you use tree creator to make the trees or a modeling program? Because I’d like to be able to use wind zones, etc, in my scene, and those don’t seem to work on non-tree creator trees for some reason.
Great, thanks Lars! Then I’ll go ahead and buy the shader pack…
I’m also interested in SevenBit’s question regarding whether or not you can use Unity’s built-in Tree Creator and benefit from wind zones. And if that’s possible, does it mean any vegetation object manually placed (not through the Terrain system) can be affected by Unity’s wind zones?