Superterrain Number 3

(this product can be purchased here: http://www.unity3dx.com/index.php/products-terrains/ . I cannot publish it on the Asset store yet because it uses Unity 3.5 new enhancements)

Here is the volume 3 of the Superterrains. This thread will be updated when the terrain will be released (this week end)

Concept: the Superterrains are terrain created to be low poly photo-realistic, suitable for PC/MAC but also for mobile platforms. Typically the smooth version takes 60k poly and the version for mobile around 3k only, with little to no difference even in close up.

What you get?

  • one terrain mesh ready to use in 4 LOD (60k,30k,15k,7k and 3.5k triangles)
  • several main textures 4096x4096 (mars, tropical, desert…), a normal map and a level map
  • scenes for Gamma type rendering, Linear (HDR) rendering (Unity 3.5+) and one scene for OpenGL 2 mobile devices.
  • one specific terrain shader that supports 4 textures plus normal map and details. Some interesting effects can be done by tweaking the parameters, like simulating snow coverage.
  • several splat textures, lens flares, full screen shaders and small assets.

Other threads about Superterrains are here:

Superterrain Number 1

Superterrain Number 2
Superterrain Number 3





Version iPhone/iPad is in this picture: OpenGL 2: 3.7k triangles only!

This product can be purchased now here: http://www.unity3dx.com/index.php/products-terrains/ . I cannot publish it on the Asset store yet because it uses Unity 3.5 new enhancements.

I try it for iOS (iphone4), set mobile shader, but it doesn’t work properly on the device. In editor it looks fine, but in iPhone it changes to classic mobile diffuse detail shader I guess. (no normal map and everything is dark).

Did you set the target to OpenGL ES 2?

For the PC, version, isn’t 60,000 for a terrain kind of a lot. Any idea on the draw calls. They look really nice but I want to be able to distribute this game to some lower end pc’s. Also any idea on the size, or unity units wide and long of the terrain.

A PC shouldn’t have a problem with 60K but the only way to know is to test it. The good thing is that you have 5 LOD stages you can choice from depending on the speed of your computer.

  • one terrain mesh ready to use in 4 LOD (60k,30k,15k,7k and 3.5k triangles)

It looks the problem was texture size, I lower it to 2048x2048 and now it works, but using this terrain has pretty big performance hit. :frowning: (yes, I have OpenGL ES2).

Are you using the 3.5K version? What device are you running on?

I used 8k version (LOD 0 or 1 guess). Now I’ll try the simplest version and let you know…

I’m using iPhone 4 right now…

It’s a bit better, but still not good. It looks shader slows it down. :frowning:

What do you have for lights in the scene? Try baking the lighting and see what happens. Don’t use any realtime lights?

I have no light there… I will try few more things. Anyway, great product…any new superterrains in close future? I think the best one is the Desert, because it has universal mesh that can be used with custom planes around it. Great job.

I have 2 more in the pipeline and will probably do a pack with the 4 terrains. Also I will sell an universal shader that should work for every case based on RGB color to place the details textures, a little bit like the Detail shader I sell for low price: http://www.unity3dx.com/products/detail-shader/

About the performances, I was able to get very smooth performances on IOS. Of course the shader is a little bit a killer. Once suggestion on iOS, I did something for a demo here: http://www.youtube.com/watch?v=CQP97HbC2P8&list=UUZomiObiUXCR8SO0HmQW-Ww&index=3&feature=plcp

What I did is to merge ‘manually’ the 3 color maps into one diffuse. I explain, you make a mask of R, of G and B from the color texture. Then you mask the detail texture in photoshop and mixes the 3 layers together. You get the exact same result but it is pre-calculated. Then you have performance of a bump mapping… very fast.

Another solution, try to pass in Stencil mode (in the forward rendering settings)…

Where can I find forward rendering settings?