@Captain-Cutwood well said, thanks for writing such informative statements, I was trying to explain the exact same behavior when you only use the original copyrighted content as a reference and then get creative with that base. If these copyright conditions were that restrictive, then we could not even use Unity engine because of thousands of potentially copyrighted content in it and Unity could not sell its engine commercially without giving royalties to any other companies.
Purchased yesterday, I have tried all day today to get this in my current project. It will not install correctly. I was able to ccreate a fresh project with nothing in it except terraworld and it worked then. In my project I want to use it in, i goto tools. terraunity. factory rest (only option)
2019.3
.net 4.x
unsafe code checked
cinemachine and post processing packages up to date.
I am a novice when it comes to unity and my project was made from a coworker at another site. this is the project we use between sites. he has no time to mess with it.
Please note that all of the following steps will be done automatically after package importing. You can also
force the auto installer to perform by going to menu “Tools => TerraUnity” and press “Factory Reset” so that
it tries to resolve missing steps.
IMPORTANT NOTE: MacOS users >>> Please read the instructions in the “MacOS Users” folder to install
TerraWorld on MacOS machines which needs to be done manually.
Following is the steps needed for TerraWorld installation if you need to do it manually
After package importing, go to Player tab in project settings:
. Change the Scripting Runtime Version to .NET 4.x
. Change API Compatibility Level to .NET 4.x (Not needed in Unity 2019.x & later)
. Enable “Allow Unsafe Code”
. Change Color Space to Linear (Optional)
. In “Scripting Define Symbols” text filed, add Pro_Version
Open up Package Manager from Unity’s “Window” menu
. Install Post Processing from Package Manager
. Install CineMachine from Package Manager
Find all files with format “_db” under “TerraWorld” & “TerraWorld => Art Contents => Pro”, change their format to “zip” and manually unzip them there from the explorer.
Ok so… World vs land? I have vegetation studio and tons of nature manufactures assets, also RAM and Aquas for rivers lakes and shores… I’d probably want to keep veg studio for the rendering… I think the built in node editor is cool… Not sure I’d need the streaming exactly, would probably just extend the terrain far out and snap a skybox of it and then just restrain the player to a small 2kmsq area… Thoughts?
All simply possible, you can use any 3rd party assets along with TerraWorld in your scenes. As TW’s features come in a modular way so you can enable/disable certain features before or after world generation, for instance, place vegetation models in scene and let VS take over the rendering on them. Also TW creates terrains on top of Unity’s built-in terrain system so compatibility is already there for the assets working with Unity terrains.
Streaming is not available in TerraWorld and it’s en exclusive TerraLand feature, however we have plans to integrate an improved version of streaming in TerraWorld in future. But as you could guess, you can extend the world bounds as much as you want using “Background Mountains” and “Horizon Fog” features in TerraWorld.
Ummmnnn ok you got me very curious about those background mountains… Are they mesh? What kinda poly? What kind of performance hit are we talking?
Right now I’m struggling to make an epic skybox. I made a nice mountain scene but then I got greedy. I want it lit, with time of day and cloud shadows… Puffy volumetric clouds rolling off the distant ridges… Trees up to the snowy peeks.
All beyond reach and just eye candy.
I’m playing with a neat asset called Skybox Creator which can actually record a seemless looped skybox video. Perfect! But… Somehow the resolution ain’t right, it looks like a 480p YouTube vid… (great asset tho! I feel like I’m not doing it right)
But if I could just have enviro bounce some light and volume clouds off those mountains for little cost?!
This is for VR and im already pushing the limits.
I was thinking if I literally CREATED REAL locations, not fantasy ones, that might really appeal to my audience. Imagine s world map with pins where I mapped out a real world VISTA to explore…
Also, how’s the scale? I want to put my user somewhere and feel like they’re THERE. Not a mini version. They’ll be literally touching the roots on the ground seeing a mountain fill the view while trees tower above them. Could they find the spot the took a picture on vacation and now recreate that shot in here, and aside from the vegetation placement, have it look identical?
Background Mountains are terrain objects rather than meshes by default but in low resolution to only cover far viewing distances with the lowest performance impact which you define the heightmap/resolution and covering area size for it yourself in the UI.
In addition, in the Biomes tab we have a node “TerraMesh Generator” which converts parts of or full terrain into mesh based on your settings, so you can use the output mesh for both Background Mountains or even the main terrain in the center.
Both Background Mountain and main terrain can use TerraFormer (TW’s terrain shader) for rendering which supports Unity terrain’s Instanced Drawing option for better performance while having the benefit of enabling modular features in the shader. Watch the following video tutorial to get started about TerraFormer:
All possible with TW scenes whether using included sky/fog/clouds/atmospheric FX elements or any other 3rd party assets to do the job for you and TW terrains or other elements has nothing to do with this combination in terms of performance.
All TW’s features are in a modular fashion through a node-based graph along with global settings for VFX where can be enabled/disabled based on target platform or style. So everything is possible with the system to achieve with the right settings.
TW can merge both scenarios and by that I mean having real-world maps but with stylish and phantasy visuals, so the possibilities are endless if you want to get creative. The following videos shows real-world locations with the style you prefer:
World scale is also defined by user, we have restricted the Area Size for the main terrain to 32x32 km and Background Mountains can be set to be 10x bigger to cover far viewing distances and horizon level which means it can cover a 320km x 320km map.
So it really gives that sense of scale to viewers with little of artistic touches on top of already set elements such as fog and clouds for better depth immersion if needed.
All elements in TW are being created using landcover data, terrain analysis and procedural algorithms all controlled by seed numbers to output the same result every time you create that specific graph/settings so they will be identical to the viewers. Take these videos as an example:
Only 2 days left to get TerraWorld with 50% discount on Spring Sales: TERRA - Asset Store
FYI, instead of buying TerraWorld for $45, you can first buy TerraLand for $24.50 and then upgrade it to TerraWorld for $20, so you will have both packages with the same total price of $44.5.
The possibility to create a world based on custom prefabs, as well as the spawner/biomes, are really really awesome and completely sold me. I am purchasing this to create my low poly world. Looks very neat and it could work pretty well in my case.
TerraLand 3 works excellently with HDRP as experiments this afternoon went very well. First I installed a scene with HDRP, allowed it’s hierarchy setting to remain while removing the example package. Then I installed Terraland 3 on top of that.
From there I did a terrain download and added a flying drone with camera. ERSI seems to need some encouragement, but eventually I was able to download the satellite images ( finding that ERSI with Terraland 3 works well for me if I keep the terrain setting to 2x2 resulting in 4 chunks and 4 satellite images. This covered a 16Km square landscape.
Here’s a screen shot - terrain without any “normal” applied, perhaps a bit dark, but I’m just getting started with HDRP experiments using Terra terrains. No rock or tree bioms added in this image during this experiment.
Mouse over image and click to see the full size capture. This is only a small corner portion of the full 16 KM area.
Yes, TerraLand is already SRP compatible as it does not include any shaders or graphics stuff and uses Unity’s stock shaders.
ESRI servers seem to be a bit sensitive to network jitters and quality recently and needs some retries sometimes but that’s something we could live in with.
BTW, nice drone in the shot, wondered how this scene could be using TW. In the meantime you can experiment with TW in Standard Pipeline and when you are familiarized with the system then move to HDRP by the time we support it.
Thank You, I do appreciate how much work you devote to improving your products. And looking forward to when HDRP will be available. I certainly don’t want to be critical. Thank you also for the links where we all can keep up to date on progress.