![]() You get an A for lining the trees up on the left side. #5 - Using a single terrain shader asset with multiple terrains can be difficult, as many are not meant for more than 1 active terrain. Forward/Linear is decent, but still not polished. So I guess the fix would be something like Alloy asset, or roll your own. Gamma deferred looks completely different. I want my scene in deferred / linear, but speedtree doesn't support deferred. #4 - Speedtree's shaders seem totally whack. #3 - Different assets just don't work well at all together (mostly my lack of time and planning) at all, especially if they use terrain - most of them seem to have their own terrain shader. #2 - Multi terrain - I found that using multiple terrains can be beneficial, but if you use different shaders for different terrain, the fps drops to 25, because of Terrain.GenerateBasemap. But what if you want to move things around? I bet there's a good asset that handles this situation, but I haven't looked yet. My machine can easily handle dozens of millions of vertices per mesh. It seems unity has a hard limit of 65k verts/mesh. I have a very simple painting system (for leaves, rocks, branches) but having to split it up into batches of 65k makes things more difficult. #1 - For years it seems people have wanted more than 65k+ verts / mesh, and that seemed crazy, but now I'm one of them. putting them all together is an absolute nightmare. ![]() I'm going up against some serious limitations now. I'm really interested in deformable / deustructable mesh stuff. I still don't know how to screencapture good gifs, but I will post a very, very special video when I'd done, and open source the project on the asset store, and post plenty of pictures.ĮDIT: I found this thread on Sunday from your blog apparently! Your twitter feed caught my eye! That explains it. So, considering it was only first draft quality, I'll definitely finish it and my progress as I go. and then after looking around I see there is a bounty O O wow. The photo was gorgeous, and then you said "probably not", and I was thinking maybe I could give it a shot! So I spent most of the day messing around with the scene. ![]() I clicked on this thread and saw the question. I woke up (Sunday) and (I'm looking at my browser history and I can't even see how I found this thread), but I was searching how to change the color of a face on a mesh in csharp (still not sure, but got ideas). Just test for Volumetric Lighting (also low res ). Those trees are mostly Low res, especially tree bark, and no Pbr for now. Maybe there will be useful for someone, first is not automatic, second one is automatic witch Guids. If somebody does not know, there is free GPU editing terrain program, have got also GPU erosionĪlso for retopology for meshes there are some great free programs ( from Siggraph ). īut oh man, Unity terrain editor and painting Sucks big time and witch 4k terrain maps its slow. So probably on Maxwells and beyond it will work twice as fast. If my old GTX 770 will not melt ( Kepler cards are bad with Tessellation ). Īnd thanks to Lars trees will have got proper Translucency, Tessellation on bark ( hmm, probably on everything ). About tiling - i will break it down with decals and better painted SplatMaps, also with small dead leaves and some small rocks, branches etc. ![]()
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