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Erosion Brush - a tool to paint terrain with noise and erosion

Discussion in 'Assets and Asset Store' started by Wright, Jan 10, 2015.

  1. VisualTech48

    VisualTech48

    Joined:
    Aug 23, 2013
    Posts:
    247
    For some reason brush falloff is not working, the circle stays the same
     
  2. Wright

    Wright

    Joined:
    Feb 26, 2013
    Posts:
    2,227
    As far as I can see it's working, but I admit that the circle is still displayed the same. Fixing. Thanks.
     
    VisualTech48 likes this.
  3. VisualTech48

    VisualTech48

    Joined:
    Aug 23, 2013
    Posts:
    247
    Yeah have not tested it too much, as I thought it was broken if the circle was broken.

    Cheers mate, thanks
     
  4. MaximilianPs

    MaximilianPs

    Joined:
    Nov 7, 2011
    Posts:
    321
    With 2018.2.16f1 it's fine indeed.
     
  5. xkinginthecastlecastlex

    xkinginthecastlecastlex

    Joined:
    Nov 7, 2018
    Posts:
    93
    hi there,
    is it possible to use erosion brush during runtime?
     
  6. Nitrox32

    Nitrox32

    Joined:
    May 9, 2017
    Posts:
    161
    I just purchased EB and attempted what you suggested and this was the result. Perhaps I'm missing something but it looks like EB doesn't completely support painting across terrains in 2018.3. Denis, is a fix coming soon? Capture.JPG
     
  7. Nitrox32

    Nitrox32

    Joined:
    May 9, 2017
    Posts:
    161
    While it would be nice to have this fixed, I was able to blend the seams together by smoothing the height between them with a small brush.
     
  8. Nitrox32

    Nitrox32

    Joined:
    May 9, 2017
    Posts:
    161
  9. GeoEuclid

    GeoEuclid

    Joined:
    Sep 14, 2013
    Posts:
    20
    Broken with 2018.3 :C like above^ any eta?
     
  10. Exbleative

    Exbleative

    Joined:
    Jan 26, 2014
    Posts:
    216
    Is the demo up to date? I'm getting the following error on Undo in 2018.3:

    ArgumentException: X or Y base out of bounds. Setting up to 326x133 while map size is 513x513
    UnityEngine.TerrainData.SetHeights (System.Int32 xBase, System.Int32 yBase, System.Single[,] heights) (at C:/buildslave/unity/build/Modules/Terrain/Public/TerrainData.bindings.cs:365)
    ErosionBrushEvaluation.ErosionBrush+UndoStep.Perform (UnityEngine.TerrainData data) (at <f8eeb7bf923146cbbbf33a49a0df482b>:0)
    ErosionBrushEvaluation.ErosionBrushEditor.OnSceneGUI () (at <10419ec3160f470c9010a3ab5131d2e0>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2833)
    UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2122)
    UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1983)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:363)
    UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:322)
    UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
    UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
    UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:421)
    UnityEngine.Experimental.UIElements.EventDispatcher.ProcessEvent (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:615)
    UnityEngine.Experimental.UIElements.EventDispatcher.Dispatch (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:307)
    UnityEngine.Experimental.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.Experimental.UIElements.EventBase e, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:176)
    UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:245)
    UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
    UnityEditor.EditorApplication:Internal_CallGlobalEventHandler()

    Also saw on a terrain-wide blur, one edge get lifted up a huge amount. Went from height ~0 to max height.
     
  11. Susihiisi

    Susihiisi

    Joined:
    Jan 11, 2018
    Posts:
    32
    I also get those noticeable cracks at seams when painting on multi tile terrain in Unity 2019.1.0f2 (64-bit). I found out that RunSwimFly Terrain Tools are great for patchin up those seams.
     
    Fibonaccov and Zyblade like this.
  12. Harald_Heide

    Harald_Heide

    Joined:
    Jul 22, 2015
    Posts:
    76
    Does this work with 2019.4.10f?? I seem to have some problems utilizing it, like the brush not showing up in Scene view when i try to Paint. Would also love to see support for Universal Render Pipeline.

    It's a really great tool which I hope to see supported also further in the future... Love it... :)
     
  13. lanrosta

    lanrosta

    Joined:
    Oct 11, 2014
    Posts:
    26
    I'm also having the same issue in Unity 2020. No brush is showing up, and so I cannot paint any erosion on the terrain. Please update this asset so it works in 2019 and 2020. It's a great tool that I used to love using in Unity 5, but I do not feel I ever got my money's worth from it yet, especially if it is not going to be maintained to work in Unity.
     
    Fibonaccov likes this.
  14. Fibonaccov

    Fibonaccov

    Joined:
    May 5, 2020
    Posts:
    58
    Would be great to have an update just to have it work on 2019 and 2020 at least. @Wright
     
  15. Genebris

    Genebris

    Joined:
    Mar 18, 2013
    Posts:
    98
    Did anyone manage to get it to work with 2019 LTS? Or does anyone know a good alternative? This was an essential asset for me.
    I guess I should use Unity's Terrain Tools package, but this asset was better.
     
    Last edited: Feb 8, 2021
  16. docsavage

    docsavage

    Joined:
    Jun 20, 2014
    Posts:
    1,015
    @Wright - This is one of the best terrain tools on the store with fanastic results that are among the best. Just really wish you'd update it. Even add a few more features such as the ability to add extra textures to a paint (ie more than 2), plus the ability to remove trees and grass. Hopefully people would be see it again and buy some copies. It really does look good when used properly and it's really easy to use.
     
    Fibonaccov likes this.
  17. SuperNewbee

    SuperNewbee

    Joined:
    Jun 2, 2012
    Posts:
    196
    Has anybody managed any hack to make this work in unity 2020?
     
  18. xelvod

    xelvod

    Joined:
    May 15, 2012
    Posts:
    90
    Bring it back pls......someone.....
     
  19. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,172