Support forum for Terrain To Mesh asset.
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Interesting. What about handling LOD cases where you want the number of boundary vertices to match your LOD0 so that you don’t get gaps in terrain further away?
Looks cool. Would be fun if you could easily MM all the plants, trees and grasses as well.
What about this?
You can generate multiple version of mesh with different amount of vertices and chunks.
But what you are asking - Having fixed vertex amount on chunk perimeter and reduce vertex count inside? No, currently Terrain To Mesh can not do that.
Terrain plants, trees and grass are just planes with cutout shaders, if you try to MM (use Mesh Materializer) on them, they just will be converted to planes (most of them to cross planes). Do not see use of it.
But thanks for question, I’ve just realized that I can add SpeedTree converter to Mesh Materializer (next update).
Which of below features is there?
Only last one - OBJ file exporter.
Very nice, can it convert multiple tarrains to one mesh too ?
Thanks
Would be rather useful.
I just realized this pack is included in one i own too
Hi Arkhivrag,
This is what I was referring to when I asked about LOD support:
Will I keep the textures on the terrain?
Is Terrain to Mesh compatible with Relief Terrain Pack shaders?
Yes, I guess. That feature is not implemented.
Terrain To Mesh can generate uv coordinates for new mesh so textures can be used.
Also package includes one ‘bonus’ shader that blends 4 textures using splat map. It can recreate original textured terrain. You can modify shader to support more or less blend textures.
Terrain To Mesh needs TerrainData not some custom shaders used by it. If Relief Terrain Pack uses Unity terrain then yes, it is compatible.
Tested on Unity 5.1.2 and 5.2, no bugs found.
Can you provide more details, or that image tells nothing. Maybe it’s Unity’s editor exception and not assets bug?
Did you move VacuumShaders folder? It must be inside main Assets folder, not in any other subfolders.
Do you have other plugins inside project?