The perspective looks not like from the top, so its not a wonder why there seams not centered.
For the other Questions i dont have the exactly answer, but you can do your own brushes, where you can blur like you want. For Windows you can do it like here: http://forum.unity3d.com/viewtopic.php?p=325138#325138 (have there post some brushes from myself, more as example what custom brushes can do).
I just Knew someone would say that !
Actually when you zoom in and use a small sized brush, the brush isn’t centred, this goes for both ‘painting’ and ‘modelling’ (raising the terrain etc.).
About the blur, thanks for the link but the blur is on the terrain in the editor (blinking in and out, again when heavily zoomed in).
The thing is that the brush size is correct (well you don’t notice a +/- 0.5 at 50) when you zoom out massively and you use a quite big brush size.
It’s when you do the details the problem exists (and I get slightly sick of all the blinking :mrgreen: ).
I’d be delighted if I could just switch off the blue-green enormous brush so I can see what I’m actually painting, the (slightly) off-centred thingy isn’t really a problem.
When you are heavily zoomed in, with a small brush, the size of the brush does not at all correspond to what you draw.
So, the brush is very big, when you move it it is like the screen ‘blinks’ (it is on the whole left side of the screen, then you move it when you draw, the cursos stays and when you release the mouse it pops to the position of the mouse → blink ! and you draw really small things compared to the size of the cursor).
The second ‘blinking’ is the blur on the terrain, it pops on and off as you move around and as shown in the picture, it is very close when, again, heavily zoomed in to make details.
I’m on Windows.
Any idea how to Turn off the cursor-brush?
ps. the cursor IS off centred as the image shows but that is not a big problem, the blinking / coloring of half of the screen is the problem.
@Balmung
Thanks for the time and interest in my problem, I hope I’ll find a solution and also that the terrain editor will one day have ‘normal’ tools like slope, ramp and so on ^^
Back to my problem, no one knows how to disable (or for example shrink / set invisible / …) the cursor ?
I know of no ways to remove the curser. It should be changed to an outline alone, so you don’t have it covering what you paint. The easiest method would be to make a shader change to whatever projector they use, and do an alpha check, only showing the shader within a range of the alpha.
But I do have answers for you.
First of all the blur looks like it’s due to the basemap distance. Set it higher…
The curser size is a bug. The developer of this “new” feature may have thought the brush size setting corresponded to actual units, whereas the reality is it corresponds to the pixels of the splatmap. So, if you have a Terrain size of 500500 meters, a splat resolution 1024, and a brush size of 10, the curser will show up at diameter of 10 units, but you will only draw features the size of:
(terrain physical size/splat resolution) * brush size =
500/102410 = 4.88 units.
I filed a bug back when it was released, but the bug still seem to be open, even though it should be fairly easy to correct.
Good luck with the effort, anyways
This doesn’t solve your problems but you might need to find a better balance with your ControlTexture resolution and Heightmap resolution.
If you’re doing detailed work, your brush might be too small to correlate properly with your ControlTexture alpha map and so you end op affecting the nearest pixel, though it may not be under your brush.
Or so it seems to me.
Have you tried using the Terrain Toolkit of a heightmap generator to produce splatmaps and get detail?
I really hope Unity3 brings some much need care to Terrains. Having a smooth, flowing experience with accurate sculpting and painting would be a good start.
Well you can change the Heightmap resolution without affecting the work you’ve done, but yea, not the ControlTexture resolution.
Sometimes it’s better to start again with an improved approach though.
Are you aiming for a realistic terrain or something stylised?