[RELEASED] Dynamic Nature - shaders, models, system, textures

This asset looks amazing and definitely something I need for my project. However, I’m days away from receiving my beta of Terrafirma and I’m curious whether or not you’ve hooked up with @Murpenstien to insure compatibility.

How many textures can I use in unity terrain, I see you use only four, it is maximum? If yes when will be available version with more textures?
How look coop with Gaia ?
What about wind?
BTW. This look awesome;)

@NatureManufacture We haven’t heard from you in a while. Is everything OK?

Congrats, Bart! Looks beautiful but ahhh, speedtrees. Too much invested in those fluffy green things. :slight_smile:

I finishing terrain shader with @AdamGoodrich which I mentioned in pack description:) Its faster then unity terrain it support: heighblend, tesselation(in 2nd release), ao, normal albedo, specular, dynamic snow, geological map , global normalmap, perlin detail, triplanar and everything in 1st pass so its extremely fast.
After that I will add dynamic nature compatibilty ( terrain blending feature and much more)

Thanks!:slight_smile:

Hehe I will add wind as I finish terrain shader.

Here is some example of usage:)
3083314--232228--Crow2.jpg 3084381--232335--Crow1.jpg

That sounds great, but I’m going to be using Terrafirma for terrain. Will it be possible to integrate with that new asset?

This shader works with any terrain or mesh. You only have to input splatmap like in unity terrain.

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You might want to get with the author, @Murpenstien to confirm. His system is not quite like any mesh or standard Unity terrain solution. He said it might take some work to integrate something like this.

Probably splatmap info will be different then unity terrain.

Nope, i must talk with them about this. Then they will probably say yes oe no:) Btw terrain shader is almost ready. Me and @AdamGoodrich finishing, polishing last things:

3 Likes

Is there a development thread for the terrain shader? I’m a Megasplat user and am curious about your system. It looks nice.

[EDIT]
Nevermind. Adam answered my question in the Gaia thread.

CTS+ Dynamic Nature + rocks from megascans. Ground texture library is will be included in shader pack. Water texture is simple ground texture not water system:)

Version 1.3 Probably released in 28.06.2017

  • 100% compatibility with CTS terrain shader (all shaders)
  • snow cover changes to even more realistic
  • normalmap fixes
  • special terrain compresed shader
  • AO slider changes
  • dx11 grass compatibility
  • new grass shaders
  • wind support
  • optimisations
  • and much more
8 Likes

Finally it’s s online:) https://www.assetstore.unity3d.com/#!/content/91938?aid=1011lGkb

5 Likes

Will this work with WebGL?

And what about compatibility with Enviro, Gaia and CTS?

You saw that with cts and enviro:). Hmm more compatibility will be when I will finish cts shader performance and few features. Proprably i will start in monday.

I’ve just started optimising and fixing today:)

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I’m running Unity 5.6.0f3. Just downloaded Dynamic Nature Starter, mostly because I was looking for some great nature assets – trees, rocks, etc. Imported it, opened the “Dynamic Nature Starter” demo scene. All the trees are mostly white.

And here is what the prefabs all look like:

What might be the problem? I’ve done nothing but download, import, and run the demo scene.

Change snow ammount at scene manager
Also check if there is no missed textures.

Wind for foliage test:
https://gyazo.com/38b013ee93ee1b0b115212fd88a2fc48

Okay, thank you, the scene seems to be fine when I adjust the snow level.

However, these 4 trees at the top level (tree_birch_01, etc), are all white (no texture at all) independent of snow level. They have “Default-Material” set.

But then every prefab in these “Prefab” subfolders show up just fine with their materials.

3135508--237731--upload_2017-7-6_14-3-54.png

If I drop these in the scene, they show up find, but don’t react to the snow.

So I feel like I’m missing something fundamental about how this is supposed to work or which I am supposed to use. Any help is appreciated!

Models are white. You have to use prefabs. Models are mesh container. Prefabs have all data.This avoid mess during reimporting, importing assets.

I will upload wind support and optimisations next week:)!

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