I think it’s more the matter of shader rather than terrain shape. Using voronoi will not create real low-poly terrain, it will just flatten polygons on flat surfaces. And you will never achieve sharp edges with this approach. So try searching for some low-poly shader.
Ok, thanks for reporting this issue, I will look into it.
Thanks for the reply @Wright , i’m following you biomes tutorial but i’m not sure whether I should have the VS and RTP nodes on each biome data set or on the overall mixing biome dataset. Could you expand on that process a little?
I can manage with the 8 textures on RTP for all biomes but I would like the background or base texture for each biome to be different (from the 8 selection) can this be done through code or nodes?
Yeah, I haven’t been able to get nice hard surfaces with it, as you mention. Is there a way I can avoid the gentle blending of textures that happens on the texture output node? Like in this image (forgetting the faceted style, which is totally the result of a shader), where the mountains and river shore is a hard texture edge with no gentle blending. Can I accomplish this with Map Magic texturing?
Yes, it’s better to have custom shader output (VS or RTP) node in each of the biomes, just like the standard Texture Output. But it’s just the matter of convenience, MM is flexible enough to work both ways and you can use a single CSO for all of the biomes.
CSO is the part of the graph that is applied to all chunks, there’s no way to have a different setup for each chunk. The only way I see to do this is to assign an RTP per-chunk with a code using OnApplyCompleted event.
You can increase the contrast of each map with a curve:
However, it will just make the texture blending not noticeable, but will not speed up anything or will not apply textures per-face.
Is there any simple way of getting MapMagic to write output to an image file? What I have in mind is an output generator with a field to specify a texture from your project, and input nodes for r,g,b and a values. On generate it would write to the texture. In my case I’m trying to get a soil fertility map for an rts game, and would like to be able to blend several factors of the terrain together in mapmagic, and then write the result to an image file.
Yes, you can open up the node’s preview window by right-clicking on output blue circle and selecting Preview - In Window. Then you can click Export Texture button in the bottom right of the preview window.
I didn’t say that. My Windows 10 laptop has Unity 2018 installed, so I’ve tried UWP build using the first test platform I could reach. I haven’t tried older Unity versions, but it does not mean that UWP build couldn’t be used.
Yes. MapMagic works fine with HTC Vive.
Actually MM uses the standard Unity terrain internally. You can remove or disable MM component and have all of the pinned terrains unchanged and using the pure legacy terrain.
Anyone had any success integrating VS and map magic with multiple biomes?
My normal vegetation package seems to be duplicated and the framerate has gone to single digits. I have a VS node on each of the three biomes and it appears as if they are multiplying the effect and coverage of foliage. This then cause huge drawcalls etc…
Hi @Wright – thanks for Map Magic, I purchased a while back and am just starting to use it, seems great so far and your videos really help. I understand the basics of how to create maps and pin terrains etc., however I have a few questions.
I’m building terrains that have road and train networks.They run both above ground and underground too. At the moment I’m using Unity terrains and meshes for the tunnel entrances etc. What’s the best way to approach something like this with Map Magic?
I noticed you have another asset (Voxeland) that allows cave creation and was wondering if that could be a good option for creating the train tunnels, in conjunction with Map Magic, Mega Splat and Vegetation Studio?
However I’m running in VR and so am not sure of the performance implications of using something like Voxeland vs. standard terrains and meshes?
@Wright , thanks for making this great tool - the workflow is much better for me.
I have created some generators that people might find useful. They include an edge detector and a height filter. @secondsight , I think you and some others were asking about the height one.
I made the edge detector because I found the curves adjustment too tricky for very narrow targets, and I thought it might make things easier for people.
tried to test that script from here. It seems to work as expected. i will test that with the build of the HMD release under unity 2017.1.3. glad to get this solved by looking into your documentation @Wright
Is there any way to export terrain as model? Actually it’s a subject for a whole new plugin, like this one: Terrain To Mesh (https://www.assetstore.unity3d.com/en/#!/content/47276). However, there is a way to export terrain into 3D editor without a plugin - since MM generates the standard terrains their heightmap could be exported using the “Export Raw” button in the terrain’s settings tab. This heightmap could be could be applied to the plane with displace modifier. But terrain data could be exported as a standard Unity terrain using this script: Dropbox - File Deleted - Simplify your life Place it anywhere inside Assets folder, assign it to terrain and check “Export” (it works like a button).
I have been experiencing the dreaded Black Terrain of Doom when integrating CTS. Finally seem to have vanquished it when I exported my graph and reimported into a new project, but I worry that other users will trip over it.
I will continue to investigate and report back if I find anything useful. In the meantime, one thing I discovered is that the ‘fix’ selection for the missing material required by a newly created Custom Shader Output was failing. It seems that the CTS shader in my setup is now under a subsection - “CTS/CTS Terrain Shader Basic”
adding a defensive check in CustomShaderOutput.cs Line #616 fixed that issue, if not the greater black Terrain.
case Mode.CTS:
shader = Shader.Find("CTS Terrain Shader Basic");
if (shader == null) { shader = Shader.Find("CTS/CTS Terrain Shader Basic"); }
MapMagic.instance.customTerrainMaterial = new Material(shader);
#if CTS_PRESENT
if (ctsProfile != null) UpdateCustomShaderMaterials(); //CTS_ProfileToMaterial(ctsProfile, MapMagic.instance.customTerrainMaterial);
#endif
break;
It’s just the way it will create VS component, it does not require re-making VS node I’m still busy with MM2, have not looked into it yet.
Do you have VS components assigned three times on all of the terrain chunks?
Not yet. You can take a look at MM2 at GitLab (email me your order number to get access) if you’d like to. Yesterday I’ve completed the function node - consider it as a biome node with inputs, outputs and values exposed - I will make a video shortly. But, in general, still there is a lot of work to do.
Thanks or sharing your nodes! If you’ve got a GitLab access feel free to append the Custom Generators list!
CTS shaders were renamed in the latest CTS version. Thanks for the hint!
I have seen a few more instances of my “root” terrain (0,0, which is pinned) disappearing on play start.
Last time you suggested checking whether I had moved the pinned node - I hadn’t.
Perhaps a hint: the last thing I remember doing before this latest was changing the reflection probe blending on an ocean object which was a child of the root (0,0) chunk. Then when I hit play 0,0 was auto-disabled (and repeatedly disables itself if I manually enable it.)
Not a solid repro - but I’ve lost a few edit session to this bug, hit it about twice in the last 3 weeks.
Otherwise things go smoothly - infinite procedural landscape running great on an iPhone.
@Wright I’m trying to build the MM2 beta from gitlab but it seems like I am missing something. It can’t find the Plugins namespace and I couldn’t find definitions for PosTab, MatrixWorld, and a few others. Is there another repo I need to pull for the gitlab to build?