I updated my previous question. Let’s say if I select subtractive on a layer and if there were an option to “invert” and I selected that option on the rolling hills preset, for example, it would lower the instead of raise where the hills would appear making areas for lakes. This is just an example. Maybe it can do something like this already but I’ve just not been successful in getting the results I was hoping for.
Yes, using a subtractive layer is the correct way to go about it. Use the additive presets (you can “invert” a preset by adding an “output curve modifier” and selecting the “invert” preset). You may need to turn “remove base noise” off - we have discovered an issue where it basically disables the effect of the subtractive layer if it is turned on - we will hopefully have a fix for that soon.
As for creating lakes, ponds and wetlands/swamps specifically, we are hoping to eventually cover that with an improved procedural version of our modifiers system, integrated with the layers system. This would allow you to choose where each lake would be and define its size and features. But for now, subtractive layers are the best way to go about it.
I noticed that spawned trees do not have random rotation (the forests look really bad.) Is this something you plan to add (or am I overlooking a setting?)
I have random rotation for the meshes but I don’t see them getting rotated either.
Which version of Unity and LB are you using? Random Tree rotation should be working ok. Also, which Tree assets are you using? Maybe you could send us a Template for us to investigate.
Relief Terrain Pack Integration
We’re found a small issue with RTP 3.3i (latest version) and Landscape Builder. If using 1-4 Textures, we don’t turn off the 8-layer (texture) first-pass option in the RTP shader automatically when you change the terrain Material Type in the LB editor. The issue is fixed in the latest Beta.
For those new to LB and RTP Integration, here are the basic steps to get you started.
To enable RTP perform the following tasks after importing the RTP 3.3i into your project:
- Create and save a new scene.
- Ensure Landscape Builder and RTP (v3.3i or newer) has been imported into their default locations in the project.
- Create a new Landscape
- Add one or more Topography layers (e.g. Rolling Hills Base and Hills Detail)
- On the Advanced tab, enable “Show Texture Heightmap”
- Texture the landscape using the built-in LB tools (e.g. use Rocky Hills preset)
- Replace the Texture 4 “Texture” and “Normal Map” (bot_CliffBlue) with “Rocks_diffuse”, “Rocks_normal”, and “Rocks_height” from the RTP pack.
- Add the heightmap textures for the first 3 textures (e.g. GrassHillAlbedo_parallax, RockLayered_parallax, and rock1_parallax).
- IMPORTANT: Ensure the textures are all the same size (this is a requirement of RTP). Note: the heighmaps can be a lower resolution.
- On the Landscape tab, expand “Terrain Settings”
- Change the “Material Type” to “Relief Terrain Pack”
- Enable “Tessellation”
- Click “Apply Terrain Settings”
- Then use the RTP documentation to tune your RTP shader settings.
To disable RTP on the landscape, in the LB Landscape tab, change the Terrain Settings “Material Type” back to “Built In Standard” and click “Apply Terrain Settings”.
The textures we’ve selected aren’t ideal candidates for Tessellation but it least will give you an idea of the basic workflow. The above steps work with a landscape with one terrain or multiple terrains.
Real-world heightmap data - GeoTIFF Native Support
For some time now, Landscape Builder has supported importing real-world or off-world (moon, mars) data using Topography Image Layers. This is fine if you want to get data from sources such as Terrain.Party or the Lunar Obiter Laser Alignment (LOLA) program.
However, what if you want to just go to a data source (like the excellent Open Topography site), download data from anywhere in the world, and import it into Unity?
Landscape Builder now natively supports importing GeoTIFF data into Unity.
So, we can go from an empty scene to a fully contoured landscape heightmap in less than 2 minutes – using real world data from almost anywhere in the world.
Death Valley, USA
For those technically minded, we support 8, 16, and 32-bit GeoTIFF files. For 32-bit files, we support INT and FLOAT data sets. Internally in the scene, we store the data in 16-bit RAW format within the Topography Layer.
The GeoTIFF files can be:
- NASA Space Shuttle raster data from the Satellite Radar Topography Mission (SRTM) in 30m or 90m pixels
- Dgital Elevation Model (DEM) layers computed from aerial Lidar surveys. These are typically 1m or 30m pixels.
The thing to note is the pixel size. For large areas, 90m pixel data “may” be okay. Typically 30m data is okay for medium sized landscapes. For smaller areas, 1m data is a must. Obviously a very small area, like 100x100 isn’t going to work with this type of data - you would be much better creating it with the Perlin Topography Layers.
So, a really fast way of getting real world data into Unity, is to import GeoTIFF files with LB.
Golden Gate Rec Area
This material is based on [data, processing] services provided by the OpenTopography Facility with support from the National Science Foundation under NSF Award Numbers 1226353 & 1225810.
Landscape Builder Roadmap [OFFICIAL]
Recent Feature Releases
Native support for GeoTIFF realworld data
Stencils - paint procedural placement 2D maps in the editor
Native Stencil filters for Topography, Texturing, Grass, and Mesh/Prefab placement
ImageFX Screen Space Ray-traced Reflection quality and performance upgrade
C# Runtime shortcuts and sample prefab updates
Import terrain data created outside LB (heightmaps, trees, and grass)
**Feature Roadmap (**1.4.4… 1.4.x timeframe)
Bug-fixes and minor updates
Feature Roadmap (2.0.x timeframe)
Thermal Erosion
Hydraulic Erosion
Topography Layer-based Modifiers
Placement Groups
-
Uniform - similar to existing prefab placement but with grass and textures too
-
Clearing - procedural or user-defined central point with items around this focal object
-
Stencil - similar to Clearing but with no central point or object. The area uses input from a Stencil
Placement Group in-editor visual designer
Watch this space for more details
*** Add your feature request here!! ***
Hi,
Now that LB can deal with RAW maps, is there a possiblity to merge 4 tiled terrains Raw maps into a single Map?
I have 4 terrains and 4 heightmaps i wish i could convert into 1…
Cheers
Can you tell us a little more about the scenario? How were the terrains generated (with or without LB, with or without LB Layers, image or perlin layers etc). Also, why do you need to convert 4 into 1? If we understand your situation then I’m sure we can help.
I don’t want to bother you much with that thanks for asking:) Here is the case: I have bought on the store some terrains and heightmaps for a 4*2000 terrain tiles. In order to simplify the process i would like to have one big Raw heightmap…But i didn’t try the last update of LB now that it can use terrains made in 3rd party tool as a landscape.
I will try that and let you know…
BtW, if i use those 4 terrains already textured i have and put them into the landscape field of LB, if they are recognized will i be able to use the “detect textureArray module” to play footsteps sounds ? or do i have to texture my terrains in LB in order to make it work?
The LBLandscapeTerrain.GetTextureNameAtPosition(…) method will work on any terrain (and texture) that has been importing into Landscape Builder. So, no, you don’t need to re-texture the imported terrain.
There is a demo class in scripts\behaviours folder called LBCheckGroundTexture.cs that shows how to take action when say a character walks on a given texture.
To recap, [here]( https://discussions.unity.com/t/625694 page-2#post-2951636) is the link that gives some context around this feature.
Some of the new features coming in LB 1.5.x require combined heightmap passes (e.g. hydraulic erosion). So we’re currently writing internal code to handle these scenarios. It wouldn’t be hard for us to use something similar to combine your RAW files into a single heightmap then write it out as a single RAW file. I’m assuming all 4 terrain tiles are the same heightmap resolution, right?
We are currently considering providing integration with the new Thor lightning system . If you own both, let us know if you’d be interested in testing this integration with the Landscape Builder weather cycles.
I got that asset . so i can support test. I have already access to your beta area
Ok. We’ll let you know when it is ready for testing.
Working with small GeoTIFF files.
If you have a GeoTIFF file that has a small data set (say 100 x 100 pixels at a resolution of 30 metres per pixel), you may get a landscape that looks like it was created in Minecraft. That’s great if you’re going for that blocky look and feel but not so great otherwise.
The next major release of Landscape Builder (v1.5) will allow you to apply a smoothing modifier as a Topography Layer to overcome this issue. In the mean time, you can do the following:
- On the Landscape tab, expand Terrain Settings and change the Heightmap Resolution to a lower setting (say 129 or 257, or for extremely small data sets, 65).
- Apply Terrain Settings
- On the Topography tab, import the GeoTIFF file and apply the heightmap
- Go to the Modifiers tab, change the Modifier Type to “Smooth” and set the “Smooth Rate” to something like 0.4
- Turn on “Select Entire Landscape”, click “Enable Highlight” and click once anywhere on a terrain in the Scene
- Now go back to the Landscape tab, change the Heightmap Resolution back to your original setting and “Apply Terrain Settings”
Yes they are same the same resolution. Wow definitely great features out to come for LB!! LB is getting bigger and bigger!! :):)
Thanks for the link, i’m so happy it can recognize textures so easily on an already textured terrain!
Cheers
30% OFF SALE - offer ends with Mega Sale on 8 December 2017.
Soon we will be releasing a major update for Landscape Builder. Here is your chance to pick up the asset for a lower price before the release. You can also purchase some discounted extra seats for other team members.
Here is the first of our Landscape Builder v2.0 videos. A little sneak preview into what you can expect in the next major release. Lots of other great stuff coming too.