Downloading now. Thanks.
Here I have used LB (Beta) with Aquas and Easy Roads v3. I created a racetrack and lined it with trees and added a little pond.
A short video of a drive along the track.
http://screencast.com/t/7eOv6vyH
If you want to remove the trees that are right on the edge of the road you can use the techniques outlined in this forum post.
That is what I used. What I would like to see is the ability to set a min and max width. This way I can map out something that doesnât butt up against the road, but would be a little offset.
Sounds like a good idea - weâll add it to the list. You can also overcome this in ER, by putting the Road Network back into Edit mode, ticking âRemove Treesâ, then Building the road again (Build Terrains button). That will remove all vegetation that is too close to the edge of the road. I think the default tree distance in ER is 5 metres so in this case you might want to lower this in the ER Setting, Terrain Management section. You could safely set it to 1 meter or even 0.
Thanks for the tip. That worked great.
I am using Terrain.Party and have a question (or feature request). The Terrain Height of LB defaults to 2000. But if I import a heightmap, it looks like you might be normalizing the values and using the full 2000m. Am I correct? This shows up when I import a height map that has the highest point below 350m.
It doesnât look like Terrain.Party provides the info needed for me to know what the min and max height are in the chosen area.
So, I guess what I am asking is not to normalize, or to handle the data differently so heights remain faithful to the real world data.
Yes, we introduced this to resolve another issue. Weâll provide an option to enable/disable normalizing the input image. Weâll have it off by default for Image Base layers and maybe on by default for Image Additive and Subtractive layers.
We will also look into how we can provide more info about the range of values for input images. Iâll post an update when we have a fix available.
There is a patch in the download area: v1.3.0 Beta 4a. It includes some new options:
- Image Source (Default or Terrain Party)
- Normalise Input (on/off)
- In the Landscape tab under Stats - the min/max heights of the landscape
The new Stats info is there to help you match Layer Image Base/Additive/Subtract heights and ensure you are getting what you expect. We are considering offering some more Image Layer options but weâd like some more feedback and suggestions so that we can determine what people want.
Weâve seem lots of forum posts of people struggling to import real world data into Unity and weâd like Landscape Builder to be able to solve some of those issues. So, if people have suggestions or even a problem with importing data, ADD IT HERE.
About Full Beta versions and patches
The correct way to apply any patch for Landscape Builder is as follows:
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Before you upgrade Landscape Builder in a Unity Project, take a full backup of the Unity project folder.
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Version 1.3.0 requires Unity (Free or Pro) 5.3.4 or newer.
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To upgrade Landscape Builder, open a new scene before importing the upgrade package. If you donât do this, the demo scene will not be upgraded correctly.
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Restart Unity or re-load the existing project. In the Landscape Builder window, on the Landscape Tab, verify that the Version number is 1.3.0.
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If a landscape was created in an earlier version, you will be notified of this in the Landscape Tab after importing the new Landscape Builder package. Click âFix Nowâ to automatically upgrade the landscape.
Patch or Full?
If in doubt, download the full beta version which looks something like LandscapeBuilder_v1.3.0_Beta2f.unitypackage.
This will upgrade all the components of your current project (thatâs why you need to take a backup of your project first).
If you have updated your project ârecentlyâ and the _READ ME - updated regularly.txt in the download area doesnât mention a breaking change that requires the full version, you may be able to just apply a patch which is MUCH faster to download and apply. It will typically be called LandscapeBuilder_v1.3.0_Beta2f_patchonly.unitypackage or something similar.
But either way, ALWAYS restart Unity or reload the existing project else you could get some pretty weird behavior. This happens when we add some new features which needs to store additional information in the scene (like say a new Layer or Texture setting). If the scene hasnât been reloaded and you attempt to say apply textures, you may run into an error while a progress dialog box is displayed. The only way out of this (afaik) is to click File Open Project or File Exit from the Unity menu.
Weâve added some more features for better EasyRoads integration.
v1.3.0 Beta 5d includes:
EasyRoads integration - min/max distances from edge of road
EasyRoads integration - option to combine all roads into single map
EasyRoads integration - option to overwrite all existing road maps in destination folder
The patch is available for download now, or if you have an older version download a full beta first.
In v1.3.0 Beta 6e weâve just added a new terrain shader that improves texturing on cliff faces. The standard Unity shader tends to stretch materials and doesnât do a great job of tiling on near-vertical areas of a landscape. This new shader, selectable from the Landscape tab under Terrain settings, should help. Let us know what you think.
Here is a link to help people get started with Layers
Weâre currently working on a Camera Path / Animator extension that will allow you to follow the path of one or more EasyRoad roads in your scene. Weâre also looking at closer integration with our LB Lighting component (which is part of Landscape Builder) so that we can offer fade in/out with the animator so that people can start working on cut scenes. If there are other features people would like to have with the camera path system - let us know.
Also, if you have a scene that youâd like to test this with weâd love to hear from you. Note: The EasyRoads v3 roads canât be finalized when creating the initial camera path (unless you want to manually add the camera path data points).
To create a camera animation that will follow one or more roads perform the following tasks:
- Install LB 1.3.1 Beta 1a or newer
- Create a new Unity Scene
- Save the Scene
- On the LB Landscape tab, create a new landscape
- On the topography tab add a new layer
- Select âDesert Floor Baseâ from Preset popup
- Generate the topography
- On the Texture tab, select a preset and apply textures
- On Landscape tab, expand Scene Settings and âAdd Camera Animation to Sceneâ
- Follow instructions in manual âCamera Animatorâ on pg 62. You can get the latest manual also from the beta download area.
How did you manage to get the picture to animate? Can this be done an any resolution screenshot? Looks really nice.
I would venture to say that it is a simple animated GIF made from a video recording. Nothing âspecialâ about it.
Thanks, didnât realise gifs could be so big, normally they are quite small. Works well on landscape screenshots, brings the photo to life.
If you are using the Landscape Builder Camera Animator with EasyRoads3D youâll need to be on at least ER3 Beta 7.7.1 which should be released shortly (potentially as soon as today so Iâm told).