I’ve decided to start new thread here, in addition to my product thread on AssetStore section.
This is intended for artist to show their work results (screenshots videos) of RTP usage. As AssetStore thread might be more technical issues related that you can ask me, here you can share workflow/development/artistic tips among other RTP users.
Wooow! I look forward to see more of it!!! Very nice textures! It will be very interesting to see your terrain compared to the demoscene, as i assume you have an entirely different workflow than me.
Great work (as expected…). Only one performance question / hint. If you’re using deferred rendering - do nothing (there will ba always 2 passes regardless number of lights used). If you’re using forward - you can check “No forward add” in LOD manager - this should ensure terrain is rendered using 1 pass and additional lights like your point light on the scene are computed using spherical harmonics. This should improve performance as terrain is hi-poly model and it’s best to not render it twice. But honestly I haven’t tested it yet and maybe i’m wrong and not whole terrain will be rendered twice but only the smaller area that’s influenced by the additional point light (for more directional lights I’m sure terrain would be rendered more times depending on number of lights). You can check this in profiler (drawcalls/tris).
Thx And gratz for the demo, I hope we will see screenshots on unity’s homepage soon!
I think my workflow is almost the same than you (mudbox, worldmachine,…) But, because I work on smaller zone, I like to
replace cliffs by real 3d objects. And my projects are not well optimized like yours
Thanks Tom, I’ll follow this advice and report the results.
Not yet, I’m taking the time to adjust layers, tweak values, see how to archive good result near and far.
I’m trying to use linear mode too.
I encountered some error with unity upgrade but Tomas kindly answered to my questions and fixed most of them.
The last thing I need now is a nice cube map slot to add … cubemap things
In the skypesessions with Nathaniel a already saw the Oculus camera controller in the hirachy, so i think you’ll be able to make some flights with the Rift
Great idea, i will also look through the hundred of screenshots we made for the island demo and post a few of the best…
Also, i can’t wait to see new stuff from you here
I was going to get stuck into rtp tonight and make good with the gametextures.com sub someone else is paying for, for me but I got stuck trying to make that guys amazing ocean thing in the wip thread drive the suimono beta’s waves. I might be nearly there though now so whatever I do make with RTP, when I finally do, will have some sweet looking water
A new test. I changed a bit alpha in maps for heights. Now I can play with target strength to add a bit of stones on grass, branchs on rocks or grass in cracks… Fun to paint
btw, someone now how to disable the effect on details grass which change color over time ? (billboards or not)
Hey botumys, you got some beautifuly textures there! That heightblend made me jump of joy when i started to work with it, like you say, painting is so much fun with it! I dont know what you mean with the grass color changing over time… maybe if you explain a bit further.
For the detail grass placement there is a very nice workflow with Terrain Composer i came up with, you might consider, it gives really great results. I export the splatmap of the terrain and extract the channel that is for the grass texture into a new grayscale texture. In photoshop i do a gradient remap. remapping 30-50% brightness to white, doing the same on new textures for 50-70% and 70-100%. In Terrain composer i use these Textures as growthmaps, having low grass on the first medium grass on the 2nd and high grass on the 3rd. Of course adding variations on each of these layers too and not having only the same detail grass textures is neccesary too. However these remapped grayscale grass distribution maps do wonders(and make sure there is no grass growing out of rocks and other layers but still growing on these little grass patches in the cracks coming from the heightblend), the outcome is just as good as manually placed grass and manual tweaks afterwards are of course still possible.
Here you can see the results of this technique(no manual tweaks are done to the grass placement):
Placing the grass and vegetation this way is a very enjoyable moment, after steeing up the rules in TC just click on generate and 2 seconds later the whole terrain is covered in realistic growing vegetation.
That’s looking very good! I don’t know if this would involve too much messing around with other peoples code but would you be able to use the first 4 (or last 4, or middle 4) values of a pixel in the grass distribution map to chose a variation of grass type/texture? I don’t think you’d miss 1/64th of range when it comes to your distribution and it would definitely be a nice way to pack in your grass variation along with it’s height. I don’t own terrain composer so wouldnt really know if what I suggested was sensible, it’s just an idea.
I dont think you would even need to mess around with the code… TC is insanely versatile, you can practically wire all kinds of sources(and their values with curves) into all kinds of outputs. Also the support for RTP is outstanding, you can save and control almost all parameters of RTP and make presets out of it. It literally saved me hundreds hours of work just with this one terrain if i tried to make it all manually and get the same result probably even much more. Big recommendation to go along with RTP!