Unity terrain textures reddit I would suspect it's solely based on the trees you're using. You can Texture each Tile individually, rotate triangles, apply heightmaps, automaticly fill it with detail objects like grass and much more. Also allow me to correct myself: the Anti Tiling module does multiple sized textures and noise, but it's the Texture Clusters module that features the Stochastic sampling. However there's also a hard limit on how big your texture can be. If you are interested here is the Asset Store link: You need some way to blend multiple detail-textures or split the terrain in 8x8 chunks. That will definitely break the pattern at the base by intermixing patterns. Generate a new 3D 0bject -> terrain Edit Terrain Layers -> Create Layer (and choose the texture) The color of the terrain darkens a bit but texture won't apply. I hope someone can help me with this. Setting up a landspace that uses these textures. Imagine a rock rolling down a hill. Unity is fairly efficient at this. So im using the same texture for alot of different walls and i want to know how i would make it so that it would repeat the texture on its own without me editing the soure material. Its not the most complicated feature to make :) You can look at Ketra Games Unity terrain videos on youtube. just simply import your texture into a 1080p canvas, then expand the texture to 1080p size, make sure width and length are to the correct sizes, and you will see an option on the top of your screen under "interpolation", you have to change that Unity terrains are terrible, but you can still get good results with the right set of tools. 375K subscribers in the Unity3D community. Left: default terrain. Anything beyond the 1:1 UV area gets repeated. I even tried prefabing the demo terrain and adding it to my scene and it was also glossy. I'm looking into how I should go about fixing this. After years of Unity, I started studying Unreal Engine, and the first thing i saw is how bad is the Unity terrain system compared with it. Help your fellow community artists, makers and engineers out where you can. A more modern approach takes height of details on the terrain textures into account aswell with height maps. e. It makes sense to give an terrain multiple textures and eat the texture lookups because it is large, using too many texture lookups for a small piece of the scene is not adviced. Blend the texture with itself. Editor Textures Desert & Dunes - StampIT! : Desert & Dunes as part of the StampIT! Collection consists of 20 high quality textures in stunning 4K resolution. I'm mostly using the terrain system because it gives me an easy way to blend some ground textures together. maybe im wrong) to get the finer I am currently working on creating a terrain blending shader using shader graph (see results below). 374K subscribers in the Unity3D community. right: using one large texture as a base color. Then select your terrain and go to the Paint Texture tab and there's a window that holds the textures you can paint. When I stiched platform from windows to android my terrain became all shiny how do I solve this the metallic and smoothness for textures is already 0. Make sure that you have called terrainData. Naively, thinking about textures, it would probably make filtering operations slower, as bit-wise operations for bitmap indices are much faster for widths with a power of two. But my terrain looks all glossy and weird. May 12, 2024 · Elevate your workflow with the Terrain Sample Asset Pack asset from Unity Technologies. It is a medieval fantasy type setting, which means caves; dungeons and the like. This system utilizes Unity's burst compiler + jobs package to generate extremely high performance terrain at runtime. You have a/multiple control texture(s) where each color channnel r,g,b,a tells a shader what terrain texture to place and in what amounts. We don't know if you're using the unity built-in terrain system or a mesh object. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game… I'm using HDRP and I've downloaded the "Terrain Tools" package for my project but I have a problem with my terrain textures. A Unity "Material" is just the association of 1 shader plus all its supported inputs like colors, textures, parameters. So for example if your texture was 400x500 Unity would rescale it to 512x512 meaning it might look weird when it gets used on your model. It could be that when you changed the texture to “normal map”, it set the albedo of the material to red or something. what that means is youre probably going to end up bumping the heightmap and control resolutions up to something like 4k (or you might even want to go higher, but i dont think it can. Next up is the settings you used for the material. You can place your own trees as grass with the terrain system. Also remember that you can write your own prefab painter too, or buy one on the asset store. 01 asset from Blend Pixel Studio. InvisibleCode's link seems to direct to painting on mesh terrain but I could be wrong. It’s not perfect, but better than nothing. The last accessible option will generally be 3d texture creation, generally via Substance Painter or Quixel Mixer, but it can also be done inside blender 142 votes, 16 comments. It also includes things such as normal, bump, metallic and some more! 34 votes, 15 comments. You could also draw/paint textures (photoshop, krita, etc), generally more effective with stylized art styles. Find this & other Landscapes options on the Unity Asset Store. It can be a bit clunky in terms of it's UI but it does give good results with some patience. Click on the Texture tab, select your texture and click Edit Texture, you can play with the X and Y tiling until you get something you like! For example, create a new material, then select the Universal Render Pipeline/Terrain/Lit then apply that to your terrain. Any help would be appreciated :) Build Textures. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game… Normally it's the other way around, you use the terrain texture as a tint map for the grass, or distribute the splat and grass map procedurally from pre selected pairs to make sure you get matching colors. Using overlays with alpha for details blocks shadows, so I can't use a base tiled texture and manually add details. It does that rescaling because mipmaps are created for your textures on import. Then once you have that you can play with the tiling settings in the Unity terrain settings. The point of an atlas is to have textures on one page, that way you only need one material. multiple smaller chunks is better imo. Also try to play with compression settings and see how texture looks like after importing. I assume that you painted the trees using the tree section in the terrain settings and not trying to paint trees when you have grass or mesh details selected. I have an old version before the switch to urp to check the difference. Then with mapmagic, you can texture it with rules like slope, height, but also erosion, cliff, hills, holes, it a bit like worldmachine, but in unity For the texture i use this and my own texture mask, and MM is really great you can blend your own texture mask, with mm texture rules A quick google suggests there may be an issue with URP shaders using a texture's alpha channel to controll the materials smoothness (when it shouldn't be). The normal and occlusion maps are the part that make the texture look 3D and provide fine detail like the shape of bricks or scratches in a surface. I usually start at a 50:50 blend then adjust it to suit whatever texture I am doing. Now you can just select that and paint on the terrain. Hey, i was painting terrain in unity, and something happened, i tried making a sixth terrain texture layer, but it for some reason was acting really… Hey guys, I recently created a terrain using World creator , and having problems with their Sync-tool (automating export and import on unity) I am looking for a way to manually export and import the map I want to use on unity. GetAlphamaps function, roll through the array to find the highest priority and return it's ID. Add normal maps = slows down a lot more. BAsically, each GPU has it's own limit for biggestr texture size it can load. Map magic 2 (basic version is free): use node graphs to create terrain procedurally. Because i always liked the style of early 3D games like Tomb Raider, i created a Terrain System that replicates this look. Hey Reddit. now i have the option to use a brush to paint my texture on my terrain, ut here's my problem: when i click w the brush it paints my whole terrain w the Here is a video of the generation in action. Welcome to /r/SkyrimMods! We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Again it is nothing special. The stamps don't require all of them in order to work, so just a height texture will work as well. Only way I can do that is via the Digger asset. Even the slightest irregularity will generate a visible pattern. I have built it all with the unity terrain tools but for whatever reason, unity doesn't allow metallic maps or smoothness for their terrain textures. Use a low frequency terrain texture and a a few well placed high frequency decals to break the pattern. Browse more 2D Textures & Materials on the Unity Asset Store. PBR textures have a albedo (the base color) along with a variety of other components. As you zoom in, the terrain texture gets more and more detailed, smoothly transitioning from a lower detail to higher detail texture as you zoom in. Hey folks, as some of you might know, Unity gives away a paid asset every week. I've also tried adding terrain scripts and colliders but that got me nowhere. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game Engine. ignoring performance for a second, if you have a single large terrain youre going to feel limited in the detail you can put into the terrain. Eg imagine your texture is 1024x1024. Setting up a volume that uses these textures. I've created a toon shader that works pretty well for individual textured models however I have problems when applying to a terrain mesh. My question is - does Unity have anything like this to achieve the same effect? Thank you. Adjust terrain settings and quality = still poor fps. Here's a screenshot of my terrain. Members Online Unity closes down their $1. This ones a bit harder but will net great results if you know what you're doing. 29 votes, 10 comments. The downside is that you have to update said texture whenever you change the terrain. The rock would have a normal collisionshape, and then a larger collision area that acts as a trigger. , on a larger scale. It's fairly easy and yields good results. Fill your Layered Tessalated Lit shader with the downloaded images Apply your Material to the terrain Paint vector colors with Polybrush onto terrain Unity 5 and above uses a rendering technique called PBR (physically based rendering). " The default terrain shader has only a specific set of inputs. Then use your 3D software to move the objects around. if you have 8 types of trees added but painted terrain just with 3, remove remaining 5. Even a 4k texture looks pixelated. This week you can grab: Stylized Terrain Textures. I cant remember when this started, but then the textures started flickering weirdly in both the scene and game view. just simply import your texture into a 1080p canvas, then expand the texture to 1080p size, make sure width and length are to the correct sizes, and you will see an option on the top of your screen under "interpolation", you have to change that Unity is the ultimate entertainment development platform. Doing so would make unity ignore the alpha channel of that asset. Thank you in advance! Each individual texture you wish to load costs you a bit, so small number of big textures is better than large number of small textures, even if the actual image data ends being equal. When I try to apply a normal map to my terrain textures, I get this message: "Note: In order for a normal map to have effect, a custom material with… I'm currently trying to build a terrain and I want to get some grass on it but the problem is that I don't have any grass texture. I use SetAlphaMaps to modify the terrain's texture. Even without the add-ons, it's a vast improvement over the default terrain. I have tried looking at the project settings to see if there was any difference but I can't find any. You should check the material that this texture is being applied to, and make sure that this texture is only being applied to the “Normal Map” field. Unity is the ultimate entertainment development platform. So when I do a new pass, with new rules, the textures that have a high strength are not painted over. I've looked around online and found absolutely zero information and I'm hoping it's because I'm looking for the wrong key words and not because it isn't possible. I'd make a new layer with a higher-res texture to apply there (or with alternative tiling settings). If the texture resolition is not very high, you should increase tiling in material otherwise texture will be streched through all the terrain, hence from closer it will look blury. The output is a Unity Terrain (or multiple, in this video their are 36 1k terrains), but the tool can also export the terrains to meshes, bake their textures, and use those meshes either as a replacement or as a low poly version of the terrain used in the case of streaming terrains (also implemented) Hey guys, a rather simple question. 8 and im trying to make a realistic lego render, i have a really nice abs texture already, i tried using a smudge texture I did myself (the darker image) but it still looks too artificial. Personally, I'd recommend the Texture Clusters over the Anti Tiling plugin for close-mid viewing as the quality is higher, but the Anti Tiling module's distance resampling is So if I have a single PNG that I want to use as a texture to overlay over the whole terrain, not as a splatmat that you would paint in the terrain settings, how to go about this? I've tried accessing the material through script and changing the main texture, I've tried accessing the shader of the material and changing it there as well with no luck. Hey there, first you'll want to actually make your grass texture seamless Tutorial Here. So I want to have a nice, wet, puddle-riddled marsh terrain. or larger. tl;dr: You convert the player's world position into a terrain cell position, plug that into the TerrainData. I'm aware of some old tools made in js for unity 5. Keep in mind if your alphamap is bigger than 512 pixels you will experience a very noticeable stutter when applying the map A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game Engine. 352K subscribers in the Unity3D community. So I planned to model the rough terrain model via digger in unity as a terrain, export it to blender, then sculpt it and texture it there further. You could use any 2D software to merge the textures into one sheet. The 3 I mentioned all also provide the same capabilities to place vegetation and also work with MicroSplat (same author as MicroVerse) which is a replacement terrain shader that is free and allows up to 32 textures, but has many reasonably priced add-on modules to provide additional enhancements (anti-tiling, tessellation, etc. It is important that terrains stop creating those 42mb images in RAM (check memory profiler to find those) Removed 'junk' grass and trees which I added but have not used. The process was way simpler than I would have expected Despite what Unity errors seem to imply, the parent does not need a mesh renderer - only the mesh objects inside the prefab do, and they should have them already. I don't know if it's a bug or if I'm doing something wrong. While selecting each LOD group (LOD 0, LOD 1, LOD 2) you can drag the meshes that you want to render (i. And without any irregularities, the texture looks just boring. Here is the Unity TerrainData API. For the trees, if you are using speed tree, make a material and select the Universal Render Pipeline/Nature/SpeedTree 7 or 8 not sure what the difference is off hand, just experiment. These heightmap textures can be used as brushes with the Unity terrain tools in order to paint features on your Unity terrain. The terrain looks perfect in the Scene view. I'm currently in the process of designing some levels for my game. So if I apply a single texture to the terrain material the toon shader works but if I want to paint the terrain with different layers the toon shader just makes it a flat white. It's pretty neat Tree Billboard distance should be fairly close and limit the size of textures your using. However you would have to store and read the UV's in the buffer; which would not be needed for the projection method. Posted by u/sander5891 - 3 votes and 8 comments So today I started to discover terrains. The way Unity terrain works is by using a splatmap, a texture where each colour channel represents another texture (for example, red for grass texture, green for sand texture and blue for stone texture) The shader for the terrain reads the textures you choose on the terrain inspector and the splatmap, which is generated while you paint the Jul 26, 2021 · Creating the virtual texture assets you’re intending to use. Click on the context menu in the corner of that and Create a new texture there, and select your color material. That texture is already "seamless" in that it tiles without a visible seam. If you are interested here is the Asset Store link: Asset Store: https://u3d. How exactly that works is dependent on the terrain and gras system you are using but you could render the terrain albedo into a lower resolution texture and use that in the shader for the grass. 2 I open a new 3D project. I found a nice demo and tried to do something like it. Assuming you're using unity terrain grass it doesn't matter how small you resize your grass image, when unity packs the terrain it will always use some form of interpolation so even crisp pixel sharp images at native resolution will become blurry due to how unity handles grass planes. Just make them a prefab and paint them as grass. Normal mapping the terrain like that doesn't sound like a great idea. I used the above guide to paint textures based on the angle of the terrain, the basic steps are get a 3D float for the terrain, run a nested for loop, get a normalized coordinate(God forbid you use the flat coordinate) use the terrain data at the normalized coordinates at the steepness, make a float array for the textures of the terrain, and apply them to whatever the steepness is, clamping Just started using Unity today so noob question. Try using one of the default trees available within Unity, you may need to import the environment package to do so. The free textures are in 512x512 resolution, but you can also purchase the 2048x2048 from them! The great thing with them is the quality of the textures. What must I do to apply some good looking shallow water puddle textures (that I can buy, no prob). Environment art is a field, people spend 2-3 years learning how to create terrains. This community is for users of the FastLED library. Blend it in with itself, scaled to 8192 x 8192. It has support for multi-biome generation, procedural texturing, object placement, global roads and rivers, structure stamping, and more. 369K subscribers in the Unity3D community. your textures are being blurred correct? to fix this you need to upscale the textures (i upscale pixel art to 1080p). What if your terrain needs a quick edit? You going to modify it and unwrap it every single time? With the new Unity terrain system I'm finally biting the bullet and taking the plunge into fully understanding the ins/outs of things. Since you're using custom meshes, what you can do is scale the UVs in whatever modeling tool you're using. I suggest the first: I don't know what render pipeline you use, but you should be able to blend multiple seamless repeating textures using mask maps or colormaps. - 8 masks packed in 2 textures that hold channels ranging from erosion to slope, curvature to whatever else this stamp wants to express - main opacity mask Feel free to use whatever terrain software that can export any of these textures. HolesTextureName) You can't normally do this with a mesh. A given terrain object can only ever have a single shader, thus only a single "Material. I purchased a pack with some beautiful looking foliage (at least it was in the screenshots & videos I've seen), but after adding it to my terrain and scaling it appropriately, it looks terrible. Custom shader can easily be done using Unity’s shader graph just google something like “Unity shader graph PBR Setup” My terrain will be one giant cave system. Like how does Splatmap and heatmaps works , or how do I preserve the shinyness of smooth materials in export ? That’s the worst thing you can do. Microsplat did not fix this for me, tho you can experiment more with settings. i've read that in order to paint a texture on a terrain i need to be on my terrain, then press paint texture -> edit terrain layers -> create layer and then i pick my texture that i want. I don't know that this can really be avoided with Unity's default terrain, but going over it with a rough brush to add some bumpiness can help obscure/mask it somewhat (for a sheer/practically vertical cliff it would not make much diff, but can help with gentler inclines). Placement tools involves things that help place tricky items on terrain like roads, and rivers, and buildings. The basic premise is to capture the terrain height using raycasts (the white dots on the screenshot below), which I then store in a texture and set as a global shader parameter using Shader. The texture you used is not a PBR ready texture. I've built an environment with standard Unity terrain of 2X2 km (2000 Unity units) with MicroSplat shaders and populated it with approximately 100,000 trees and plants (so far, likely to double) in addition to the roads (EasyRoads3d) and buildings (simple cubes for now, to be replaced with more complex structures with a lot of individual or atlased textures). It's also faster than Unity's shader for large texture counts, or any other shader for that matter. DIfferent textures look better with different values. So how in 2022 Unity still doesn't have a way to rotate your brush while painting the terrain? I don't pretend rotating the texture painted, but rather the mask. There's a couple of terrain assets on the asset store, here some that come to mind: Gaia: use stamps to create terrains, a lot of people like it but it's not my favorite. And you also limit and hurt your artists and yourself. I've done a few things with planar UV mappings and hand-painting textures 4k in size, but I just can't get that quality. The terrain textures have depth and roughness when viewing in the editor, however in the WebGL build that I've done using high settings, the textures lose all detail. I remember having a color option there but it's gone and I don't know why and how I can bring it back. But that has some issues for me and it gives a low poly look. Software that can make sprite sheets can also make atlases. A place to discuss and share your addressable LED pixel creations, ask for help, get updates, etc. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game… It would also involve a lot of custom code for offsetting the shader UV's in particular ways depending on which texture you're using. A User Showcase of the Unity Game Engine. Here is an example of a Minecraft texture There’s a lot to PBR—it’s your lighting model alongside your textures. I want harder edges, more noise etc. Or you could use these he 377K subscribers in the Unity3D community. Eg. This community is here to help users of all levels gain access to resources, information, and support from others in regards to anything related to Unity. Screenshots Yeah, unity's default terrain tools are pretty much garbage. ). Also if you plan on using PBR textures you will most likely need a material with a custom shader to process things like Reflection-, AO- or Metallic Maps. I am given this error: Terrain excluded from bake because terrain hole texture is dirty. SyncTexture(TerrainData. you can do this using photoshop. The muddy ones I have look great and highly detailed, but they give off 0 reflections. If I disable the Terrain component and re-enable it, the issue gets fixed. Maybe I should use Unity3D terrain system, which I'm checking its limitations. Even just a flat nothing "unity terrain" looks like a plane is poor fps on the device. I don't think anyone has mentioned Tileable yet, they have a decent variety of textures you can use for free (with credits). Go down to the ⚙ Edit Details button and click Add Grass Texture in the drop down. I'm very new at this and have no clue what could be the issue. Use Unity to build high-quality 3D and 2D games and experiences. As I understand it, unity terrain tools don't allow for metallic maps so I'm not sure how I would achieve this. Apr 3, 2015 · Then use that as “base color” for my terrain (set it to the exact same size as the terrain and it will fill the entire thing) and paint over it with less than 100% so it shows through. However if you plan on actually using the terrain for your game then I will be robbing you of a chance to learn how to make terrains for yourself. Using your own 3D terrains does not provide you with the terrain optimizations, you don’t have access to terrain data, heightmaps, splatmaps, etc. Is there any tool to export the textures of a hand painted terrain that users layers / splat textures? Otherwise I'll create my own. So I'm trying to have part of my terrain change it's texture wherever a certain object collides with it. I'll explain how to add the detail texture in case you missed a step. I'm having trouble getting grass in particular to work with the terrain system if the grass is a mesh object instead of just a texture. Anyways, when you have unity terrain you're able to control how many times the texture maps repeat in both x and y direction. The only way I can get any kind of collision is to add capsule colliders to the tree prefabs that are being used with my terrain. Hi, I am trying to paint holes in the terrain, but I am using a custom shader that refuses to paint the hole texture in the terrain editor. the trunk, the leaves) whilst that group is active. I'm able to add the mesh to the 'Paint Details' pane under 'Edit Details', but brushing on the terrain does nothing, at least nothing visible. Just add it to your cart and in the checkout page enter the code: RAYGEAS Other assets from the publisher are also on sale if you are interested. As a quick fix you could try changing the texture import setting to 24bit like so: importsettings. I have a directional light, daylight water, first person controller, GUI text and one terrain. (even add a default unity built shader if you are using a custom one) If it's still like that , try to change the textures on that terrain and build again. Ok so I want to have water textures on the ground, wet mid etc. Im in blender 2. I'm struggling to change textures on a terrain at runtime from a script. The grass texture settings is the same in both. Meshes are suppose to be small pieces placed around, while terrains are massive objects. as/2Thc 156 votes, 25 comments. Editor Textures A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game Engine. The Splat Map layer preview looks correct. I simply want to do something like create a brushstroke on the ground based on some logic (namely whether or not the forest I'm creating is healthy or not) and for some reason this seems overly complex. Then map those 4-8 textures to "Texture Clusters", which are collections of textures that are blended together to provide variations (ie: 3 stone textures, each vertex blends to a different one, and you never see the texture tile), and with one press of a button it's converted to MegaSplat data. Deploy them across mobile, desktop, VR/AR, consoles or the Web and connect with people globally. The process was way simpler than I would have expected Because i always liked the style of early 3D games like Tomb Raider, i created a Terrain System that replicates this look. I would suggest slicing up terrains so that you can limit terrains that need precise detail, and stream the terrains. 378K subscribers in the Unity3D community. I thought you got one grass texture as default. Your most likely going to have to go 3rd party here, as Vanilla unity terrain is really underwhelming to the point it's almost unusable. It's the only terrain asset I'm using, and it allows for procedural heightmapping and texturing in exactly the same way as Unity's standard terrain, supports terrain tiles and everything - only difference is simply that it looks better. I had an issue of the world being completely gone after starting a new game on DU's latest ver, removing the interesting eroded terrain mod fixed it. Currently there is no built in way to do any of this though. Is there something I am It would also involve a lot of custom code for offsetting the shader UV's in particular ways depending on which texture you're using. With a little bit of patience, I can get the colliders very accurate for the tree prefabs but still, this should not even be a concern if the terrain offers colliders for the trees already. In Unity's terrain system, there's LoD for the mesh, but I'm not seeing how you would do multi-level terrain textures, where the correct texture is substituted in depending on your zoom level. 351K subscribers in the Unity3D community. The terrain that the rocks touches will change it's texture, leaving a trail behind. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game… Mar 22, 2022 · Elevate your workflow with the Stylized Terrain Textures - Vol. As you can see having the right textures and details will shape your landscape really well , watch out for the performance though, if you are planning a release on mobile devices you should avoid Unitys advanced Terrain, polyBrush (For vector painting) In your Project, create a "Layeres Lit Tessalation shader" Material download 4 CC0 licenced Textures in 2-8k from CC0textures. I would like to use my terrain textures to add a little life by painting some moss or dirt across it. I am using small terrain textures to preserve the detail, but the textures is so small that the tiling is aparent only a few "meters" away. However, I've noticed my draw calls balloon wildly whenever my terrain isn't totally flat. That may be one of the reasons. I looked it up and mostly the solutions were about z fighting. Do I have to download one and if so where can I find one for free? I'm new to unity so I don't know that much. Its a very simple process, all I did was ask it "Write an advanced terrain generation script in c# unity" and after going back and forth with it a few times I had a perfectly working script for the terrain. The other is, of course, overlay/paint a low opacity layer of different frequency. 346K subscribers in the Unity3D community. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game… A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game Engine. This will completely vanish an "repeating patterns" . It gives you great control over your terrain, allowing you to blend multiple terrains and create masks to work only on specific layers of your terrain. Setting up a shader for the object to sample these textures. The height map supplied with a terrain texture might be tiled 100 times and used for parallax mapping, tessellation, or resolving blends between textures so combining them off line would require your height map to have 102400x102400 resolution to get the same effect, which isn't going to fit into memory and would be a pretty bad use of memory. You can add grass to a Unity Terrain by going to the Paint Details tab in the inspector. Each mipmap is half the size of the last so after rescaling Unity would create a 256x256, 128x128, 64x64, etc mipmap all the way If it's still like that try to change the material/shader on the terrain and / or play with the settings on that then build again. When I switch to orthographic, it renders seemingly cached textures from other terrain objects?? The camera view box is NOT colliding with any other terrain. Hey, all these comments are missing the cause of your issue. (Free for the base package, modules add new features) Use MegaSplat, which works on Meshes or Unity Terrains, but also doesn't use the basemap at all, or any of the actual terrain splat data which is likely causing the basemap regeneration in the . But it doesn't matter how you design a texture. Can someone explain why altering the height of a unity terrain generates zillions of draw calls? I am trying to remove the squares that appears when using any texture on a larger scale on a terrain object. Version 2019. com. Disabled CRC for unity addressables. Unity terrain, no trees or anything, 1 or 4 textures = same performance = not great fps. . We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. Personally I use Gaia for the terrain generation and the texture placement. SetGlobalTexture. MORE ON ATLAS The map ravenport in fs22 has some terrain textures that are not included in the construction mode in-game, so if i want to paint the ground i have to use giants editor Reply reply Sablerock1 When I switch to orthographic, it renders seemingly cached textures from other terrain objects?? The camera view box is NOT colliding with any other terrain. Don't tell me I need to stick planes into the ground and texture them. News, Help, Resources, and Conversation. But the problem I'm having that is if I'm not happy with how the terrain turned out I can't seem to paint over it because certain parts are painted with a strength of, lets say, 1. It even gives a detailed explanation on how to use the script within unity. After I've done the terrain I use RTP to apply noise maps and tesselation if needed. When rendering a texture, unity gathers all factors that may influence that texture and then renders it. You can do this in Substance Designer, and also in Blender using the landscape add on to create the terrain (keep messing with it, you really can do just about anything with it), and then using a texture coordinate input with generated plugged into a separate XYZ, plugging the Z node into a math/multiply node, and plugging that into the material output. 305 votes, 15 comments. You can't make it take more. I have tried taking the old terrain data and adding it to the newest version of the project and it results in the same result. My game renders hundreds of 2D images each frame. The blending is probably a bit more expensive than just mapping the UV's on the texture in the fragment shader. All the best. I don't think the resource cost of rendering one extra image to a 256x256 texture is big enough to really worry about. You'll be shown a wizard that lets you change the settings of, and add the texture. If it's the only texture in the scene and you keep repeating it, it will look repetitive. It's a standalone app that you can use to create terrain and export it to other programs such as Unity or UE5. Personally, I can recommend MicroSplat with add-ons. Made textures of grass smaller resolution. These 2 tools help with terrain texture issues that no other assets generally touch so they are very specialized. Interesting Eroded Terrain may be what's causing the issue (it might have compatibility issues with Daggerfall Unity's newest version, if so it's likley due to not being updated for 2 years). - Texture 1: Diffuse (RGB) Height (A) - Texture 2: Ambient Occlusion (R) Smooth/Roughness (G) Metalness (B) Emissive (A) - Texture 3: Normal (RGB) Generally Unity will complain if you try to pack something into the (A) channel of a normal map due to the nature of how normals are packed. It involves a multiplication between normals and the 2 textures, which you wouldn't need in the mapped version. Also please do note that i am brand new to using unity so this may be a dumb question. Here is a Unity forums discussion on the topic. 6 billion investment, Weta Digital Normally it's the other way around, you use the terrain texture as a tint map for the grass, or distribute the splat and grass map procedurally from pre selected pairs to make sure you get matching colors. I'm using Gaia and it's texture spawner to paint my terrain. unbw cbtw chac myaxd zjea wnek rtaw oizce qfcovymh sgaksf