[Released] Vegetation Studio Pro

This is a Teaser for an upcoming project continuing the Apollo’s Dream series.

The video was made with Unity 2019 using the this assets.

any news about this bug? :frowning:

Thanks @LennartJohansen ! Without Enviro, Meadow Environment, Vegetation Studio Pro and the Black Dragon this wouldn’t have been possible :slight_smile:

7572706--937924--15M.jpg

I have had the same problem for awhile now, and across multiple Unity versions and render pipelines. It doesn’t even give any errors… it just does nothing. Although I haven’t tried to solve it because the feature is not hugely important to me.

1 Like

was this ever done?

Also, this is still not fixed in v 1.4.7.0 on 2021.1.2 built-in. @LennartJohansen any ideas?

I am looking to gain any performance boosts I can get and I have started playing around with the persistent storage and baking of the vegetation. I did a bake of all the vegetation in my scene and the trees seem fine, however I am seeing some strangeness in the grasses. There is some flickering close to the camera and a bit further away there is some pulsing of some grass. no idea what is happening here. Has anyone has similar issues with baking vegetation? Have I done something wrong? It’s hard to show the pulsing in a screenshot. but this grass looks dark like the grass around it but every second it will fade into this lighter grass and then fade back to the darker grass. I’m using Unity 2018. not sure if that makes a difference

Hi, Using Unity 2019.4.3, when I go to window > Awesopme Tech > Regenerate all Splatmaps… The splines on RAM rivers and Biome Masks dont regenerate. Is ther4e a way to get them to regenerate at the smae time?

Thanks

I’m just getting started with VSP and was struggling to add nodes to my first biome and found what could appear as a perceived bug.

I had the “VegetationSystemPro” gameobject locked in an inspector tab so I could easily change settings. And I also had another inspector tab added with the biome selected trying to add nodes. But the node handles do not show and you can’t ctrl-click to add nodes. It gets stuck in this state until you unlock and deselect the “VegetationSystemPro” gameobject.

This seems like a bug to me because its a very common work flow to have several inspector tabs open and locked to objects or settings you need to change often.

Thanks.

Hoooha, VSPro is getting increasingly difficult to work with.

I am now getting the following errors in the compiler when I attempt to Generate Platmaps of a Biome Mask Area frm the Biome mask itself.

Any ideas of a fix? Thanks.

NullReferenceException: Object reference not set to an instance of an object
AwesomeTechnologies.VegetationStudio.VegetationStudioManager.GenerateSplatMap () (at Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/Manager/VegetationStudioManager_Biomes.cs:146)
AwesomeTechnologies.VegetationSystem.Biomes.VegetationMaskAreaEditor.OnInspectorGUI () (at Assets/AwesomeTechnologies/VegetationStudioPro/Editor/VegetationSystemPro/Biomes/Editor/BiomeMaskAreaEditor.cs:76)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass58_0.b__0 () (at <785fa035f6c842aea795e821898770c6>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

When I set some settings programatically run-time like this for example:
vegetationSystem.VegetationSettings.GrassDensity = value
There is no change in grass density.
How can I refresh vegetation at runtime ?

You have to call vegetationSystem.ClearCache() when doing this at run-time

Hi, I was using the non-pro version of vegetation studio and I would call this function to change the packages when seasons changed SetVegetationPackage in the VegetationSystem class. However this function doesn’t seem to exist in Pro. Is there a different one I can use to achieve the same effect?

Thanks!

Hello,

We’re evaluating VSP as a way to augment our standard terrain, and one of the things that would be a huge help would be the ability to import / transfer the existing trees (and even grass) from existing Unity terrain into VSP.

When I searched the forums I found mention of a tool that is suppose to do this, but I don’t see it in the editor, nor can I find mention of it in the documentation. Unless I missed it!

Is there such a tool? Or is transferring data we need to do out selves?

Thanks!

1 Like

I’m not sure about that in particular, but there are several tools that work with VSP. Although, that is a great idea, if it doesn’t already exist.:slight_smile:

Try this tool, it was made by @Rowlan and works wonderfully with VSP. And it is FREE- but you have to own VSP.
" https://discussions.unity.com/t/772151 "

I think it has something like that, but I’ve never done that- but I remember seeing an option on his tool YAPP to add items to VSP, I think.
[FREE] YAPP - Yet Another Prefab Painter (Open Source, GitHub)

I bet if it can be done- @Rowlan would know. He does make some awesome tools.

Otherwise, you might can get an answer from the dev over in VSP’s Discord channel.

Thank you :slight_smile:

@MaciejKowalski You can see example code in YAPP about how to move painted vegetation into the persistent storage of Vegetation Studio Pro. It’s actually not that much to implement and I guess easy to understand. I didn’t create a transfer from Unity’s terrain details, but I guess that should be pretty much straightforward to map in a similar way.

1 Like

@Rowlan Yes I’ve actually been doing just that; looking at YAPP to see how it’s done :wink:

Even though everything seems to be getting injected into VSP properly, our trees are not showing up with persistent storage despite having thumbnail icons and instance counts in the “Stored Vegetation” tab. They work just fine when using the run-time spawners though, so it’s something I’m still debugging to sort out. Whether it’s our customized trees and their shaders, or if I’m not providing the right parameters for each instance.

BTW, great work on YAPP! We may end up evaluating it as well as it seems like quite the powerful tool!

1 Like

Hi.
I get some
Shader error in ‘AwesomeTechnologies/Release/Billboards/BetterShaders_GroupBillboards’: undeclared identifier ‘surfaceDescription’ at line 4347 (on d3d11)

in Unity 2021.2.8,9,10 with 1.4.9.

Any idead what to do?
I regenaretd the billboards becaused it asked so.

I think your better off going on that abismal site discord, as the VS developer doesnt bother coming t Unity any more. Unless of course a user can help you. Good luck.

1 Like

Hello, experiencing some issues with VSP recently regarding billboards, as they don’t seem to work at all for some reason. I’m using URP, so do they just happen to not work with URP in any capacity? Thanks for any help.