Nice, Thanks for the update. and congrats on getting the store ready to publish.
Cool thanks ^^,
We are considering getting along with this, maybe a unity package included with the asset that provides a script you guys can attach next to the spline container would work?
We personally donāt like dependencies so def also going keep our current spline solution.
Ah thatās good news.
I can also agree with you there too.
Publishing self-contained Packages for 3rd party support is generally ok for publishing as well.
easy to control on the dev side and fine for users.
The last thing you want to do is force anything really.
Your general ideas tending ontop of pre-existing systems as well allows all the more forward-thinking when it comes to supporting, it should hopefully alleviate some pressure for you guys as well so you can focus more on the product and UI/UX.
Looking forward to the release
I would say yes to this.
Hi guys, weāve been hard at work getting the features and documentation ready. Its time to show off what exactly Atlas is and what it can mean for your projects
On March 16, 2022, we will release our terrain editor on Unityās asset store.
We have setup events on facebook and linkedin to serve as reminders so you guys donāt miss out on the release discount.
I typically donāt buy from asset developers I donāt know anymore, but you have something I think here, that is totally my work flow, and I have yet to see anyone come to my work flow , other than the other tool I said before, but he donāt update it anymore, so I plan to buy this. and give you my support, I been a long time GAIA supporter as well, so I hope you do great things with this⦠and stay with it. Please donāt be like the many of others that just ditch it if sales donāt go well right off the bat. I will recommend it, if I like it as I have other assets. Many people do buy tools I recommend, so I hope this one to be as good as it looks. Thanks for the updateā¦
People ask for my help and ask me all the time what are some good assets, so I hope that this one ends up being one, please stay with it and I hope you listen to bug reports and feed back. This is one tool, that I will give it my support, since I have yet to see a tool like this, in Unity, I seen out but not in Unity, that will be what I been wanting for years⦠So, lets hope that you stick with it and arenāt just looking to make a fast $$. Iām going against my better judgement and giving this support since other asset devs, have ditched other tools like this in the past.
I look forward to using it. soon. But, sorry for my concerns. I been and others been burned to many times.
I recommend once you get released and everything settled, to look into other assets you can work with such as Micro Splats, InfiniGrass, VSP, and others. This is what makes alot of other developers happy and wanting to buy such tools.
Well for the most part it depends. I truly believe they will stick with this because they are long-time unity users and probably have lots of features in their minds to improve this asset. As far as I know one of the team is working outside this asset which makes it more unrealistic to be for the sake of fast money. Iām assuming that they created this asset for themselves first and they probably realized that this is a next-generation terrain editor which must be shared but not free ofc.
But on the other hand, there might be a chance that they drop it. Which is the reason why I donāt like dependencies at all. Let this asset be self-independent otherwise it will be harder to use it in case they drop it. I rather see other assets features integrated into Atlas which would take Atlas to a much higher level.
Iām planning to use Gaia for procedural terrain and then modify areas of interest where itās needed with Atlas. Then Gena and Prefab World Builder for the placement. Prefab World Builder is a pretty new asset but I see lots of potential in it which is why I bought it. Once I bought it, I found out he was the best publisher ever. Whatever you ask for he makes it in a couple of days which is insane.
Glad to hear you are willing to give us the benefit of the doubt ![]()
We have used the assets you mentioned throughout development and they are compatible (except for vsp), but will definitely keep our eyes open.
VSP seems to update your terrain on changes.
Atlas makes a new terrain āa preview volumeā when you enter edit mode and applies on your terrain when exiting edit mode, so itās less invasive and allows other tools to not worry about terrain changes made in real time by atlas.
workflow would be something like:
- Atlas: Go in editor mode
- do your thing
- exit edit mode
- VSP: move a node so it updates
(untested)
Compatibility has been a high priority from the start, we too want to use Atlas in combination with other Assets so itās been built with this in mind.
Thanks for your support, hope youāll like it ^^
I been here using Unity since the early days of Unity 2-3, and seen alot of stuff come and go, time will tell what happens, but alot of these assets donāt make alot of $$ so the developers leave, which I donāt blame and why I personally refuse to sell from the asset store but I for one, support hard working asset developers, and hope to see this one stick around for years to come, and prosper.
I been a supporter of ones like Gaia, Terrain Composer since there release of them, and hope to be for Atlas as well. But, my concerns are valid, since it happens so much from the asset store. What concerned me, is the lack of posts from the developers since they been here for so long, that they have not been engaged, until now. So I plan to support them, and give them a chance. I just hope we donāt see what alot of us have in the past. but enough of that, lets see how release goes and wish them, well and I do plan to support them, mainly due to there work flow is so much like I been wanting for a long time , only have I seen this outside of Unity, so its good to see something like it in Unity. Non destructive work flow is a must in making maps.
Looking forward to the release of Atlas myself, and plan to grab it first day it releases.
Lets give them a chance and support. It something Unity has really needed for awhile. Competition is also a good thing it helps push others, to do great things.
Yes sir, going to give you folks a chance for sure, something I been rarely doing, I think you have something here for sure. Its just how the community reacts, and how you guys react , support ATLAS with bug fixes, feed back and so on which will define Atlasās future. I hope Atlas has a long future, you guys for sure have something with that work flow, for me its a must non destructive!!
Itās 16/3 now, there still no package bruh
Working on itā¦
We have some trouble with the asset store, looks like we are going to have to delay the launch.
From what we can tell it should be resolved within 2-4 days.
Package will drop as soon as itās resolved.
Good news everyone!
As of now Atlas is available @ a -50% launch discount for 7 days \o/
We are at standby to help you guys with any issues.
For direct help we recommend Discord
Hi everyone!
Today is the last day to get Atlas at a -50% launch discount
For questions and feedback comment below or join us on Discord
Hello,
First of all I want to say that what a great tool and thanks a lot for creating it!
However, I have one problem with it. When using large stamps, they create noticable steps to the terrain as there is not enough data in the height map to create smooth transition (see the pic). Could this be solved in Atlas Terrain by having an option in the stamp to have the difference interpolated, while still preserving the details and deeper slopes? I would really appreciate it if you could add this feature. Or let me know if there is an easier workaround.
Edit: Maybe adding a support for normal map would be easier way to create smooth terrain and still preserve the details?
Thanks in advance!
Hi mattikal, this looks more like the height values are 8bit, instead of the pixels being stretched too far horizontally.
Try exporting a 16bit image and make sure it has a 16bit format assigned in unity as well.
This is what horizontal stretching looks like, even though the texture interpolates using bilinear interpolation.
Hope this helps ^^
Thanks for the fast reply!
After investigating more I still have the issue. So I have one 2048x2048 base stamp for the whole terrain exported from Gaea. Terrain size in Unity is 512 units (if that matters). If I export it as 16bit raw, and then import to Unity Terrain directly I get a smooth result (see the pic). If I create 16 bit grayscale png/psd/tiff from it and create a full terrain stamp and apply it, I still get the previous result. I assume the correct Unity import format is Single Channel Red, but let me know if Iām wrong. Iām using Unity 2021.2.11f1.
Thanks!
Alright, we have replicated your steps.
Here is the terrain in Gaea.
And here is the texture and result in unity.
The texture is exported in Gaea as tiff. (no other settings changed)
In unity its set to R 16 bit format.
The project is in linear color space. (maybe this has something to do with it, not sure ^^)
The stamp asset has just the heightmap assigned nothing else.
ooh! It could be your main mask being 8 bit, this would also result in terracing.
So if you have a texture assigned in the āMaskā slot on your stamp asset, make sure that texture is also 16 bit ^^
Awesome, thanks so much for the help!
My problem was that I assumed Single Channel Texture type in Unity would be 16 bit automatically if the source was also 16 bit. I could see from your screenshot that you need to explicitly specify it. Height maps are still new to me, so an amateur mistake. Thanks again!




