All rocks (including the tiny detail terrain meshes) are generated with Rock Factory.
Most of the rocks have a LOD group. And the Rock Factory shader is used on all rocks in this example scene.
You can use your own materials on the generated rocks or you can use the included so called ‘uber’-shader or super-shader.
I recently got an email with a question of a customer if it’s possible to use rock factory to generate asteroids. The answer might benefit other customers of Rock Factory as well. So here’s a copy:
At this moment you can actually get great results by adding an asteroid texture with a bumpmap to highlight the craters using your own shader or the rock factory shader.
Try setting the distance lower to generate more detailed geometry to get smoother rocks. You can reduce the total amount of triangles by sliding the contour lines to a smaller range.
This is a simple result using rock factory using only a standard bumped diffuse shader and a simple photoshop stamped bumped texture:
Settings used: [see attachment]
I only cloned the rock and pressed the randomize button to get a new asteroid.
Here’s my attempt, using only rockfactory, some pro image effects, my own volumetric layered fog and some birds/free tree by unity and added the unity terrain system on top of the floating islands as a proof of concept with some grass on it.
Community feedback and images are really awesome! This way as a developer I can grab the common needs and extend functionality where needed.
I’m also working on a manual for rock factory. I’m aiming for a couple of sheets to capture all essential building blocks inside Rock Factory without people needing to watch hours of video or read through a ton of details before they can tweak and modify some simple props. For now, just play around, study some of the examples and it won’t be that hard to master.
Also version 1.4 was submitted yesterday and fixes a bug in the material editor and it adds a color tint in the shader (on popular request).
Thanks for the reply.
I’ve looking for a while a solution that allow me to build Floating Islands. Very difficult for me : I’m a developer with no artistic talent.
Waiting for your tutos.
Hey Dennis,
very interesting product.
How do you consider the chances to create the rocks procedurally on runtime? Possibly from some templates. This is not a feature request I’m just curious how much your package is tied to the Editor.
Do I understand it right that your package does only generate the mesh and NOT the textures?
How long you think the “limited time introduction offer” will remain?
Thanks.
The rock is created in its own class, the editor sliders and stuff are just a convenience to access all parameters. There is an API reference on the website under documentation. It also comes with full source, no plugins, no precompiled stuff. So you can digg in to change or expose whatever you like when needed.
In one of the examples you can hit the random button, and it generates a new rock from code.
The package generates the mesh and NOT the textures. You can use your own textures, hand paint using the included template or use procedural textures from other sources. Some example textures are included.
The limited time introduction will last until the full moon casts a shadow of a large pointy rock into a roof hole of a large cave. A water creature will arise from the lake holding the pendant of limited-time-introductions. And it will be destroyed by a bolt of lightning exactly 13 days after the great flood… I have no idea when this is going to happen, but it will happen soon I’ve heard!
When I try to use access the RFRock component to run the Rebuild() method, I get this error:
This is my code:
using UnityEngine;
using System.Collections;
public class Planet : MonoBehaviour {
public Transform planetPrefab;
void Start () {
planetPrefab.GetComponent<RFRock>().Rebuild();
}
void Update () {
}
}
I’m sure the planetPrefab that I’m using has the RFRock script on it and I’m able to access other scripts and components without a problem. Any chance you could point out what I’m doing wrong?