Is that the top level Library directory? All I can see in there is iTunesLibrary.framework and PluginManager.framework
is it possible to use Mars data to generate terrains?
Hi, I managed to fix that, I have two boot drives on my Mac and the Mono-Framework was on the other one. I copied across to the other drive and now Iâve managed to progress. I also had a security issue with the libLerc64.dylib file but enabled that through Security and Privacy settings. The first time I tried to generate I received an error âException:smile:ownloading Elevation Data Door:Abortedâ but tried again and itâs just worked fine by the look of it.
Iâll start exploring now!
Many thanks for your help.
Glad you could sort it out and thanks for reporting. Let us know if you need more help running TW in your projects and enjoy creating worlds with it.
It is already implemented and will be available in the next version update which adds the ability to the âHeightmap Sourceâ node to also take user customized heightmap (in your case Mars) instead of locked Earth heightmap in order to do the rest of world generation based on that surface.
Is this normal for a fresh install on 2018.4.11f1 LTS ?
Also sent the bug report. From the same handle as you see here.
***Edit
Just saw HDRP isnât supported yet. That might be my problem.
Yes, SRP (HDRP, URP) support is on the way and will be released soon.
Very nice product! I have several questions.
Does TerraLand or TerraWorld come with a whole earth (globe) model? Is it possible to create a whole earth map? Does it place and project the terrain tiles in a geographic coordinate system? From the demos Iâve seen, it appears that it is limited to generating smaller maps and that a map of the whole earth is not possible. If it is possible, could you please provide screenshots of how it is done through the TerraWorld or TerraLand GUI?
Also, can the genereated TerraWorld terrain be used in other custom Unity applications? Am I free to use the generated terrain for any use case? Is there a way to review the license and terms before purchase?
Currently, TerraWorld is limited to static in-editor worlds and no runtime streaming is implemented but TerraLand does have various forms of world generation. It comes with 3 main modes as follows:
-
Static and in-editor world generation:
https://www.youtube.com/watch?v=GmwMbIuFq5U -
Offline Streaming (Large-scale streaming worlds via user local servers)
-
Showcases:
https://www.youtube.com/watch?v=jOkJOjjmCxE
https://www.youtube.com/watch?v=tB88-opc3g0
-
Online Streaming (Endless Earth streaming from ESRI servers)
-
Showcases: https://www.youtube.com/watch?v=xPckIjjljKU
Terrain tiles will be placed based on geo-coordinates converted to Unity world space and can retrieve player position coordinates in engine. TerraLand comes with a demo scene for geo-referencing operations.
You are absolutely free to include generated world in both TerraWorld and TerraLand in any free or commercial applications. Here is the EULA for using TerraWorld which is the same for TerraLand:
Please note that real-world data used in your projects is a different topic and the above statement only refer to our products.
Hi,
Iâve just purchased Terraworld last night, and made a fresh Unity 2019.2.17.f1 project and have built a terrain and textured it. My problem is that the normal maps for the terrain layers are not working. As a side note, when doing the initial setup, I noticed that my version of Unity does not have the this option - â5. Set Scripting Runtime Version to .Net 4.xâ . I donât know if that has anything to do with it, but I thought I would point that out, just in case itâs related to the problem.
Any help you could give me would be greatly appreciated.
Thanks.
@Bingobuzzard Thanks for the heads up. No, everything is fine on your side and no other extra steps are needed to install TW in your project, the âScripting Runtime Versionâ option in Player settings has been removed in the latest Unity versions.
Regarding the normal maps, are you sure the inserted texture is flagged as normalmap in texture importer settings? What terrain material is used on terrain (TWâs custom shader or Unityâs stock shader)? Can you share shots for the issue?
Took me a while, but I finally found the config file on my Mac (10.15.3):
/Applications/your_unity_version/Unity.app/Contents/MonoBleedingEdge/etc/mono/config
Also in /Library/Frameworks/Mono.framework/Versions/ folder I have 3 folders: 5.18.1, 6.6.0 and Current. 6.6.6 and Current would just give me a green Interactive Map. 5.18.1 seems to working fine now.
@syphon1977 Glad you could sort it out and thanks for reporting. Hope Unity supports System.Drawing.dll on Macs by default so you donât need to do any of these manual steps for MacOS. Let us know if you have any other questions here.
Iâve double checked the terrain material, and it is your terraFormer material. Iâve included some screen shots that demonstrate the problems with the normal. Note that the displacement on your shader is working just fine, but the normals are not. Iâve double checked that the normal maps are marked as normal maps on the terrain layer, and here are some screen shots demonstrating that the normals are not working at the moment, no matter how strong I set them in the settings. Thanks again for any help you can give me.
@Bingobuzzard Thanks for the shots and for the report. The issue is confirmed now and seems like terrain normalmaps keywords are changed since 2019.2. These changes are Unity API changes routine.
So to resolve this, find the file âTerra_TerrainSplatmapCommon.cgincâ and at the first line of code, replace the following lines:
#ifdef _NORMALMAP
// Since 2018.3 we changed from _TERRAIN_NORMAL_MAP to _NORMALMAP to save 1 keyword.
#define _TERRAIN_NORMAL_MAP
#endif
with:
// Since 2018.3 we changed from _TERRAIN_NORMAL_MAP to _NORMALMAP to save 1 keyword.
// Since 2019.2 terrain keywords are changed to local keywords so it doesn't really matter. You can use both.
#if defined(_NORMALMAP) && !defined(_TERRAIN_NORMAL_MAP)
#define _TERRAIN_NORMAL_MAP
#elif !defined(_NORMALMAP) && defined(_TERRAIN_NORMAL_MAP)
#define _NORMALMAP
#endif
Please get back to us with the result and if the solution is approved, we will add this fix for the next version. Thanks.
Iâve replaced the code as directed above, but it isnât working yet. Here is a screenshot of the code replacement and the warnings I get after it compiles. Hope this helps. Thanks again.
@TerraUnity Hi. I bought the asset a few weeks ago, and because I´m using VR with the terrain I generated with TerraWorld, I want to use Draw instanced option, but when I do so, it´s not rendered. Any option I could do to keep using your material instead of the unity´s built in?
Thanks
@Bingobuzzard Regarding the normalmap, I can confirm that it should work with the provided fix and is not related to the warning you get (Fix for warning at the end of the post). So to clarify here are the shots:
Normal Scale: 0
Normal Scale: 4
So for the âShader warning in âTerraUnity/TerraFormerâ: texcoord2 missing from surface shaderâs vertex input struct (appdata), disabled dynamic GI and meta pass generationâ warning:
First of all, thanks for the report, seems like baked lightmaps were broken, to fix this, again find the file âTerra_TerrainSplatmapCommon.cgincâ and replace the following lines:
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float3 worldNormal : TEXCOORD2;
//float4 tc : TEXCOORD2;
};
with:
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float2 texcoord2 : TEXCOORD2;
float3 worldNormal : TEXCOORD3;
//float4 tc : TEXCOORD2;
};
Let me know of the results.
Thanks for the good question. Unfortunately Tessellation & Instancing can not work together in Unity and itâs totally a Unity limitation. Thatâs why we have added ânoinstancingâ in the CGPROGRAM to bypass rendering whenever âDraw Instancedâ checkbox is enabled on terrains.
To guide you through similar cases for this limitation, see the following posts:
https://forum.unity.com/threads/tessellation-and-instancing.742805/
https://forum.unity.com/threads/instancing-tessellation.437245/
https://forum.unity.com/threads/eta-on-draw-instanced-tessellation.648247/
https://discussions.unity.com/t/698141
https://discussions.unity.com/t/732324
http://amplify.pt/forum/viewtopic.php?f=8&t=869&sid=c7c99904aefbc08972fd4d9821734e48&start=10
http://amplify.pt/forum/viewtopic.php?f=23&t=600
The bad news is, there is no single word from Unity team regarding this and seems like they are having a hard time fixing this issue even though the bug has been reported many times to the issue tracker.
And I can feel how less drawcalls and more FPS is so needed in VR. That would help us a lot to check if instanced drawing in stock terrain shader boosts performance compared to TerraFormer! If the difference is big, then weâll consider making another version of the TerraFormer shader without tessellation and with draw instancing feature.
Thanks for the detailed reply. Also just inform that the atmosferic script attached to the main camera also has some VR problems, in case you want to check it. For the time being I think Iâll have to switch to the built in terrain shader (going from 42 to 110 FPS), but if thereâs any chance I could still use the snow coverage option, it would be very helpfull.