[RELEASED] Vegetation Studio

Vegetation Studio and Advanced Terrain Grass have some similar functionality. Both systems has a rendering system for grass. You should choose one of the systems to render your grass. You could combine and do ATS grass and trees and objects with Vegetation Studio.

I do not think the grass shaders of ATS will work direct with VS but Lars posted on his forum yesterday that he was considering making a version compatible with Vegetation Studio.

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Seeing black backgrounds on billboards here.
Unity 2017.2.0p2
Nvidia GTX 970 - driver version 382.05
i7-4930K cpu

Thanks. I will prepare a new version of the BillboardAtlasRenderer class for tomorrow.

Lennart

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Billboard Atlas patch.

Hi. Thanks to Kura we have identified the problem with the alpha on the billboards. It happened on some computers in a compute shader function updating the alpha after the alpha bleeding/padding is applied.

I have a fix ready. 2kbyte download. Send me a PM if you need this. I will start preparing an update for asset store.

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I mean in runtime, the save and load functions for players to keep their world persistent.
I’ll run some tests to see if it’s possible to integrate VS PersistentVegetationStorage package with my own saving system.

Is it possible to convert a terrain with preexisting grass and trees to Vegetation Studio and maintain the original positioning?

https://www.awesometech.no/index.php/terrain-tree-importer/
https://www.awesometech.no/index.php/terrain-detail-importer/

Thanks. I just figured it out. Works brilliantly.

Hi @LennartJohansen ,

First of all, thank you for you great tool, it was an instant buy and a 5 stars for me ! It really boosts the productivity for the game I’m making, and the graphics !!!

I have a question, I have a wind zone assigned to the grass and plants and it works beautifully. But, I have an area in my game where the wind is really strong. Is it possible to specifically assign antoher wind zone (the strong one) to a group of grass, trees, …

I saw something interesting with the localized vegetation placement, but you can’t assing a wind zone.

I hope what I wrote is clear for you. Any help would appreciated !

As a workaround I thought about a trigger that modify the wind zone power when the player enter into… What do you think ?

Cheers.

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all your rule based scattering billboards etc are completely different than atg asset. it is just just the shading i would prefer in the moment. cause your grass still looks flat even if the distribution is pefect … shading is still very close to unity standard grass.

and dont get me wrong … i think VS is awesome.

I will have a talk to @larsbertram1 His vegetation shader work is great. I have made all the include files needed to support Vegetation Studios instanced indirect implementation available on git with a MIT licence for anyone to include in their shaders. You can find it here

Lennart

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Hi.

Right now only a directional wind zone is supported for the grass.

When using the compute shader render loop I can do per instance calculations on the GPU. This is where I want to try to inject per instance wind direction and strength. If this works as planned we will be able to send an array of local wind zones to the compute shader. select the correct and set that wind on the instance. It would even be possible to add custom wind zone types. Wind from a center and out to simulate a helicopter etc.

I do not know when I will get around to this. There is a few features on the list that I think is more important to add.
If anyone would like to do a test I can help out on where to add the code.

Your workaround would probably work, just try it.

Lennart

Thank you for your answer !

Don’t worry, I understand and a few features on my todo list are also more important :smile:

Cheers

Hi,

First, thanks for this very good and features rich asset. I am still learning it but I allready have nice results.

Concerning Microsplat integration, the ā€œbackgroundā€ option in the color mask generator is missing. So apparently we can’t use microsplat as a background and there is a black background instead.

What about Microsplat terrain blending integration ? I can’t make it work on my rocks with Vegetation Studio. Work fine when the rocks are placed by MapMagic.

Features request :

  • Texture atlasing. In order to reduce draw calls, and hopefully increase the performances.

  • A height slider in the position section. Something similar to the scale but for height positionning. This way rocks and plants could have variations on how much they are underground.

  • Being able to toggle on/off the rendering by element, at least in the editor. So we could tweek the grass and plants in a forest ground without having the trees obstructing the view.

Did you skip my previous question on purpose or did you missed it ?

With only a normal map it allready would look much better.

This is important for me to know if you plan, in the near futur, to have support for those textures in your shader. Because if the answer is no, I will change my planned workflow to make my grass and plants prefabs manually and use afs. But I think that it would be more convenient to manage all vegetation collision and wind in Vegetation Studio.

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ā€œBrutally harshā€ is correct, but I’ve sent several mails to the developer during the beta, asking for support for AFS and CMU which weren’t answered. Then people start posting 5-star-ratings seemingly right after their purchase. Then I google for my question, and the last 2 posts on this forum here were about the same question, one was even liked by the fern designer who was seemingly in contact with the publisher if I remember correctly. I spent some time trying to find where to assign different shaders, I didn’t find any. So together with the 2 other posts, I thought ā€œNot implementedā€. I’m happy if that isn’t the case.

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@OfficialHermie , the trees work just fine. Just drag and drop them like any other tree. Here’s a tip. Try rating and reviewing a product after you actually test it instead of before. If everyone did what you did we’d just instantly rate a product one star, bash it, and put a note that we’ll upgrade our rating after we test the asset.

[EDIT]
Now that I think about it, not only did I test the CTI trees in Tropical Forest Pack, but I also tested AFS 5.0 trees during VS beta and they definitely worked just fine. Just remember to follow all AFS 5 instructions as well as dragging/dropping your AFS 5 trees in the vegetation studio component.

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That provides some good context, thanks. I haven’t actually started playing with this tool yet, but am planning on doing so shortly. I don’t know that I agree with your method of reviewing, but that’s neither here nor there, and we’re all entitled to our methods. Your intent to balance out the five star reviews makes logical sense, even if I don’t agree.

My one suggestion would be to add an addendum to your review that basically states what you just stated above, so people reading the review have that extra context that helps make it clear what you’re trying to say versus it seeming like an axe to grind over third party integrations being missing that were not promised, or whatever the misconception is.

I’m not going to take either side here, or try to fanboy out on any asset, but in the interest in informing other potential customers I think that’s a good addendum to make.

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This is such a great tool! Watching it evolve was a lot fun. Now I look forward to using it for my terrains.

If you can, buy it. :slight_smile: For Lennart:

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I’ve been upgrading my game to the release version of VS and it’s looking and performing awesome. Here is a quick pic of a WIP scene.

Original resolution in-game is 1920x1200.

[EDIT]
Vegetation is from Tropical Forest Pack by @Baldinoboy

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Then you had no reason to assume it would be supported. If a feature is so important that without it the product is of no use to you and worth the lowest rating, definitely get confirmation before you decide to purchase that product… preferably from the author AND other users that the feature you want works. Otherwise you’re going to waste a lot of money on the asset store, gambling on assumptions. That’s my experience with the asset store.

Yeah, because they were in the beta, evaluating it for months…

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