[RELEASED] Vegetation Studio

Sorry, I’m not talking about rendering of the meshes themselves, but about the vegetation on the mesh.

I’m trying to figure out if I can avoid baking tree billboards for the mesh terrain LODs. (World Streamer will handle loading/unloading the mesh LODs themselves.)

In short: I’m hoping that VS will be able to handle all vegetation on a large multi-terrain scene, with Unity and mesh terrain LODs, with vegetation visible out 4-5km regardless if it’s a Unity terrain or mesh LOD underneath the vegetation.

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I got this error in Play mode, always 18 errors when the scene start.

I narrowed it down to Vegetation Studio as when I turn the component off, the error doesn’t come up. I disabled Billboard/Terrain System/Collision system to check if it comes from one of those, but no.

When I google the error I got that basically it was fix some time ago by Unity and I’m using 2017.4.2f2

Assertion failed: Assertion failed on expression: ‘kValidSceneObjectIdentifier == res’

Hi Lennart, just trying to raise attention to this again since you replied to other peoples problems yesterday, this question regarding multiple cameras setup is crucial to our project delivery. Much appreciated in advance.

About the alpha blending, I was wrong as the shader uses a GrabPass to achieve the result. So should be fine.

How should I make an instanced indirect version? Should I include the VS_indirect file as you did for the grass here https://github.com/AwesomeTechnologies/Vegetation-Studio-Speedtree?

Hi. Sorry. must have missed answering the post.

For a setup like this with multiple cameras your approach seems correct.

  1. VegetationSystem object per camera and “render only to selected camera”

this will make sure the cameras only sees its own selection of vegetation. Without this all cameras will try to render the vegetation the other cameras sees also.

What is strange is that you get no vegetation on the main camera. How is your VR setup? you use a normal single camera setup?

can you send me a pm with some more info? maybe a screenshot of your setups etc?

Lennart

Yes. but easier to follow the setup here.

https://github.com/AwesomeTechnologies/Vegetation-Studio-Instanced-Indirect

Lennart

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From what I found it seeems that this error is fixed in Unity 2018.1. But another place I found references to a regression and it came back… Does not seems like anything to do but wait for a proper fix from Unity…

Lennart

Yes. I think you should be able to do this. Using this mesh terrain you could add Vegetation Studio to the MeshLODs also as you would on normal terrains. When loaded it will spawn.

Problem could be that the spawning on the lower quality LOD will not be the same as on your normal terrain. Other heights and normals for spawning rules, a steepness cutoff on a tree might not be done on the LOD etc.

Lennart

Hmm, right – I am mostly going to use terrain splats for the vegetation rules, and the meshes won’t have those splats, only a single texture based on the splats. Geez, this is pretty tricky. (And TerraFirma may solve my problems anyways…but not sure if I can wait until it’s ready…)

@gecko I am trying to sort out essentially the same issue over on the World Streamer thread with @NatureManufacture . If I am understanding right, the way to solve the vegetation issue with the ring-streaming scenario is to build baked vegetation systems for all terrains and LOD1 terrain meshes. Is that the conclusion you’ve come to as well?

Best regards,
Tony

@sharkapps Yeah, it does seem to be going that way. I really don’t want to bake the vegetation, because I want to use the density sliders with quality levels (well, mainly for grass, which wouldn’t be on the mesh LODs anyways, but it would be really nice to use them for trees as well). Can we bake trees but keep grass using runtime rules?

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Hi!Im ussing MapMagic with Vegetation Studio…the thing is i cant configure MapMagic to place Objects like Rocks to fit my needs…And i wanted to do it manual …But Vegetation studio when i click paint its shows only grass…there is no rock models…i added like 10 Rock models but i cant paint them manuali or using Veg Studio… :frowning: is there way around.

In the last update Objects and trees was added to the painting tool in the persistent storage.
Before that you could add rocks and trees manually on the Edit vegetation tab.

Lennart

I have setup like this

3500720--279064--vegstudio1.jpg
3500720--279065--Vegstudio2.jpg
3500720--279067--Vegstudio3.jpg

Click > Enable run time spawning on all vegetation items?

no sorry, didnt notice you had a issue with mapmagic… Cant help you there…

So it looks like I can select all the trees and bake them to persistent storage, but leave all the grasses as runtime-rule generation. Lennart, would that work with the combination of Unity terrains and mesh (LOD) terrains? Would that then require a different Vegetation Package for each terrain tile? I was hoping to use the same one on all 64 terrains, since they’d have the same rules, but it seems like persistent storage for trees would require each terrain have it’s own package…which gets a bit messy with 64 of them, but oh well. And would, or how would, the other things that you’re working on – like pooling – work with this setup?

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Just wondering, if we were using a splat system for Mesh terrains such as Megasplat would you be able to create a bridge for rules or just load? Megasplat provides a procedural texturing system with rules and may work with VS through the node graph if it were compatible although I also like the idea of using your splat map rule system for scattering as well.

Hi!
There is a problem with bending trees when you have vegetation on different layer than “Default”. It happens because trees for WindSampler are creating on “Default” layer instead of WindSamplers layer.

Terrain Texture masks works? i tried to exclude sand and rock texture for trees (also tried Include) but its still spawning trees on sand and rock texture…so how to not place trees on sand and rock textures?

I have the same issue.
Actually it’s worse when using GPU Culling, my shadow distance is set to 600 and rising it doesn’t help much
The Shadow culling is set to Max

Without GPU Culling it’s almost ok but when the sun is rising/going down it’s not really good.