Hi,
Today I begin a new terrain, it’s a big lake with a path along it.
With a rough map as reference, I build the heightmap and splat map in World Machine.
Note : the heightmap output must be flipped in vertical before import it in unity.
Hi,
Today I begin a new terrain, it’s a big lake with a path along it.
With a rough map as reference, I build the heightmap and splat map in World Machine.
Note : the heightmap output must be flipped in vertical before import it in unity.
In unity I import the heightmap. (raw windows, 2048/2048)
Values used for this zone are width 2048, lenght 2048 and height 450. Detail resolution 512. Control texture resolution: 2048 and
base texture : 1024.
Now I have to import the splat map, but before, I use photoshop to create the alpha channel. It’s easy, just select R,G and B channel, create a mask and invert it (black in color map must be white in alpha).
To import the splat map I use a tool in easy road to save and restore terrain information. The only thing to do is to replace the map generate by easy road with mine and restore the splat map.
I want to use normal map on my terrain. On the store there is a free package called advanced shader v2 for terrain. With this amazing shader, you can use 4 normal maps. You can use more than 4 textures of course, but you have to keep in mind that the fifth texture generate a second splat map, and artifacts appears. To fix that (sort of) set opacity and target strengh to 99 and 0.99. By using this values, you avoid black area around the new brush.
I have the base, I can begin to paint/ sculpt and plant
Here’s some screenshot in unity:
Add some stars and a few clouds and it would be perfect. The bottom half of the screen is already perfect. Great work!
It’s just the beginning, work in unity start now in fact
You may want to check out this thread for Lars’ latest terrain shader work: http://forum.unity3d.com/threads/146808-ats-Colormap-terrain-shader-RELEASED
Already tested, but dont’ work well with more than 4 details textures. (but it is still an amazing shader!)
yeeha!
Really nice work, I was stunned seeing the same,it’s just perfect.
Hello !
Today I encountered my first problem : white border on billboard tree.
I looked about this glitch on the net and tested many solutions, but I can’t solve this one.
You can see on the second screenshot my problem. In daylight, it’s impossible to see but during the night, all my tree are like ghosts.
To be sure that is not an alpha problem (part of a lightcolor taken by the alpha channel) I replaced leaves map by a full black color and full alpha (with just a black border just in case). This not solved my problem (see first screenshot - open image in full screen).
The only workaround I found was to treat my scene like during daylight (screen 3) and use a color correction like movie to simulate night time. It’s working well, the only problem is lights. Now I have to increase light intensity because filter.
no lights, no ambient, no fog.
That is one amazing world, and the textures are great! I demand to know how it was done!
Trees, textures and rocks are coming from autumnal pack, nature pack and rocks and boulders.
My goal this time is don’t to lose time on asset creation (except heightmap and splat map creation) , but take time on world building and painting.
Btw, thanks to the creators of these packs for the amazing work they do!
Hi,
Here’s a new screenshot. I started by placing trees in the background, and some rocks on the slope. I will change the rock color to blend rocks and terrain smoothly.
Wow, nice.
Nice work.
botumys, you are the Unity terrain master. Don’t know if you said it earlier or not, but are you using any replacement shaders?
Very impressive work!
Wow, looks impressive indeed! Good job
hi botumys,
its ULTRA version now supports 6 detail textures plus 2 terrain decals…
may be this makes it worth having a look at it
lars
Nice!
I’m happy that someone care about terrain shader ! Thanks Lars!
thanks
I’m using the ats v2, 4details + normals maps.
Here’s a little part of the path (best in full screen):