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Landscape Builder - Procedural Terrains, Advanced Prefab System, spline tool, and more

Discussion in 'Assets and Asset Store' started by sstrong, Feb 24, 2016.

  1. docsavage

    docsavage

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    Been playing about with the latest beta version. This asset is just getting better and better. The object system is really nice.

    Can't recommend this asset enough.
     
  2. sstrong

    sstrong

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    Landscape Builder 2 Workflow Basics - create a landscape in less than 5 minutes

     
  3. sstrong

    sstrong

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    Landscape Builder 2 Object Path - creating a bridge

     
  4. sstrong

    sstrong

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    Landscape Builder 2.1.0

    It has been some time in coming, but we've finally submitted 2.1.0 to Unity for approval to release. There is a lot of new content in this release.

    [NEW] Topography Image Modifiers - 4 new realworld valleys
    [NEW] Topography - support for GMRT GeoTIFF underwater heightmap data
    [NEW] Path GPU acceleration (Experimental) 100X FASTER for MapPath Create Map Texture
    [NEW] Path GPU acceleration (Experimental) 5X FASTER for Topography MapPath Layer
    [NEW] Final Pass Smoothing on GPU is 30X FASTER
    [NEW] Groups - Make walkways, trails and paths in Groups using Object Path
    [NEW] Groups - Object Path Series - Add multiple sets of prefabs along a path with various rules
    [NEW] Stencil - import psd, tif, or jpg textures into a new stencil layer from the assets folder
    [NEW] Automatically remove undo files > 7 days old
    [NEW] Runtime sample (#7) that includes new Object Path on GPU
    [NEW] Camera Path - import path points from Group Object Path
    [NEW] Vegetation Studio Pro integration - Remove grass from Group Object Paths
    [FIXED] Compute shader (LBCSTopo): Property (stencilLayer128Tex2DArray) at kernel index (1) is not set
    [FIXED] Compute shader (LBCSTopo): Property (modifierCurves) at kernel index (1) is not set
    [FIXED] LBIntegration.VegetationStudioProEnable - could not get type VegetationSystemPro
    [FIXED] Vegetation Studio Pro Integration - Trees duplicated with (I)nsert are not rendered
    [FIXED] Vegetation Studio Pro Integration - Trees are not snapped to terrain with Groups flatten
    [FIXED] MicroSplat integration - Terrain Settings Config and Shader buttons have no effect
    [FIXED] Topography Image Modifier - scene picker not updated when Invert enabled or disabled
    [FIXED] Topography - Stencil Layer Filters only work on one Layer when GPU Acceleration is enabled
    [FIXED] Template - image modifier may be incorrect if destination landscape has different start position
    [FIXED] Template - Topography Layer Filters are not saved or restored with Templates
    [FIXED] Template - Object Path positions are incorrect when the target landscape is a different size
    [FIXED] Create New Landscape - grass wind settings are not updated
    [FIXED] DemoScene - ExecuteMenuItem failed because there is no menu named Edit/Settings
    [FIXED] Add Texture and Assign Textures from Preset does not turn off Disable All Textures
    [FIXED] Position MainCamera to Scene View incorrectly adjusts the MainCamera Viewport Rect
    [FIXED] Groups - Available textures are not updated when a new landscape is created
    [FIXED] Groups - Object Paths in Uniform Groups ignore the landscape Start Position
    [FIXED] Group Designer - changing Object Path properties can remove selected objects
    [FIXED] Group Designer - opening it does not first close Object Path Designer in another Group
    [IMPROVED] GPU Acceleration Topography, Texturing, and Grass moved from Experimental to Preview
    [IMPROVED] Templates - option to not import terrain settings into existing landscape
    [IMPROVED] Compatibility with R.A.M. v1.6.0
    [IMPROVED] RTP Integration - synchronising Textures in LB Editor
    [IMPROVED] Groups - new button to estimate the area to flatten under a prefab
    [IMPROVED] LBImageFX - Distance Fog considers user-defined water level
    [IMPROVED] Set global grass (detail) density in Terrain Settings on Landscape tab
    [IMPROVED] 2019.1 compatibility
     
  5. DavidJares

    DavidJares

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    Dec 18, 2016
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    Hello. I am new here. It Took me 15 Minutes to get covinced to buy :D. ( I own gaia, Map Magic, TC2, and today I bought Mercator, which I probably would have saved if I saw LB2 earlier ) . All of the earlier ones, while capable of producing nice stuff are not really inviting to use. It is always kind of "work" and the results are not as easy to produce something that you intended. ( although I did not try Mercator yet). By the way what hooked my to jump in were the long term support, the streamlined and headache-free editor-UI & its workflow, and the realistic looking terrains. It produces quite nice hillsides etc. The other tools alway lean towars a very noisy nature. This one does seem to be much more on the "natural" side of nature. I also bought "Digger" today and am very curious how they will work together. I am looking forwards to using this and just wanted to say Hello. I am Happy to join the Community.
     
    Last edited: Feb 28, 2019
  6. sstrong

    sstrong

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    Hey David, welcome to the forum. As you might have seen above, there is a big update coming to the store shortly. There is also a dedicated beta forum. Customers have the option to sign up to the beta program if they would like early access to new features. Many of our new features come from customers working on games and needing new or enhanced functionality.

    Here is how to sign up to the Beta Program if you need that.
     
    dsilverthorn likes this.
  7. sstrong

    sstrong

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    Landscape Builder 2.1.0 is now available in the Asset Store
     
  8. StevenPicard

    StevenPicard

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    Is there a good place where I can get more Image Modifiers? I love how you implemented them in Landscape Builder. I feel like you can never have too many of those. :)
     
  9. sstrong

    sstrong

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    1. Create new landscape 4000x4000, terrain width 4000 (single terrain)
    2. Go to http://opentopo.sdsc.edu/lidar?format=sd
    3. Global Data, Shuttle Radar Topography Mission (SRTM GL1) Global 30m
    4. Select the square area (the area may need to be taller than the width as pixels may not be square)
    5. Select GeoTIFF
    6. Give it a job title and your email address. Submit
    7. Download rasters_srtm.tar.gz
    8. Open the .gz file and then the rasters_srtm.tar file inside the .gz file.
    9. Inside the .tar file is the .tif file you want. Extract it to somewhere out the LB project.
    10. Rename the output_srtm.tif file. E.g. yorkshiredales_Swaledale_30m_18km.tif
    11. In LB, on Topography tab, click "TIFF" and select the TIF file just extracted and renamed
    12. Click "Normalise Input"
    13. Generate Heightmap
    14. Add some Smoothing (start with 2 Iterations and a Pixel Range of 3)
    15. Generate Heightmap
    16. Adjust the Height Scale (say 0.25) and test "Generate Heightmap"
    17. Export RAW
    18. The RAW file is saved under Heightmaps\[landscape name] project folder
    19. In LB, rename LandscapeTerrain0000 file to modifier name. E.g. YorkshireDalesSwaledale
    20. In LB, drag the file into the correct Modifier folder. E.g. Modifiers\Hills
    21. To test modifier.
     
    Last edited: Aug 23, 2019
    eaque, StevenPicard and dsilverthorn like this.
  10. sstrong

    sstrong

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    You can also create a "base" layer directly with a (Geo)TIFF file. Then add other perlin, image, image modifier, and/or map path layers after that.

     
    eaque, StevenPicard and dsilverthorn like this.
  11. StevenPicard

    StevenPicard

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    Thanks for taking the time to go through all of those steps. Your support is top notch!
     
    eaque, dsilverthorn and sstrong like this.
  12. sstrong

    sstrong

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    New Object Path Surface Features

    Coming in the next release (v2.1.1) are some new Groups Object Path Surface features which will help you build different styles of bridges and flyovers.

    You will be able to add a procedurally generated base mesh to paths in all types of Groups (Uniform, Manual Clearings, and Procedurally placed Clearings). An example might be a solid concrete bridge or flyover. Then you could add extra items like supports, or railings using your own prefabs and have LB automatically adjust their spacing using the rules you provide.

    upload_2019-3-8_19-56-41.png

    Beta Program members can download the latest beta (2.1.1 Beta 1i) to test out this new feature (you'll need at least the release version of LB 2.1.0 before you apply this latest update).
     
  13. sstrong

    sstrong

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  14. sstrong

    sstrong

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    Coming in LB 2.1.2

    LB Manager - for backing up and finalising landscapes before game release
    Shared Object Path Series
    LB Path Importer - stronger integration with EasyRoads3D and Group Object Paths
    Support for Unity 2019.1

    If you have anything else you'd like us to consider for this release, please let us know.
     
  15. sstrong

    sstrong

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    Last edited: Apr 2, 2019
    docsavage and dsilverthorn like this.
  16. skrx1

    skrx1

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    b

    upload_2019-4-10_18-28-24.png

    I installed Mega Splat. According to Landscape Builder 2.1.1 tutorial, Mega Splat can't work. After I deleted Mega Splat, I reported this error. I deleted LB again, reinstalled LB or continued to report error, Mega Splat broke my. Project, request to help me solve the problem as soon as possible.
     

    Attached Files:

  17. sstrong

    sstrong

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    When you install MegaSplat it creates a #define called "__MEGASPLAT__". That needs to be removed from your project.
    You will see it in the Project Player settings under Scripting Define Symbols.

    The reason this occurs, is that when an application is uninstalled, it doesn't get the opportunity to remove the #define symbols it created at install time. This is pretty normal.

    When testing major changes to your project, you should always take a backup first.
     
    dsilverthorn likes this.
  18. sstrong

    sstrong

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    Landscape Builder 2.1.2 Release

    This release includes the following:

    [NEW] Groups - Multiple Object Paths can share the same Object Series' configuration
    [NEW] LB Manager - finalise landscapes (Experimental)
    [NEW] LB Path Importer - create Group Object Paths from an external source e.g. EasyRoads3D
    [FIXED] Template Editor - scene is not marked dirty when landscape is created from a template
    [FIXED] Topography Layers - Custom Image Modifier layers lose their data source
    [FIXED] Groups - Save and Exit Positions context menu does not unlock terrains
    [IMPROVED] GPU Acceleration (Path) is out of Technical Preview
    [IMPROVED] Groups - Object Path Width-based Series is out of Technical Preview
    [IMPROVED] Groups - Object Path with Width is out of Technical Preview
    [IMPROVED] Integration with EasyRoads3D v3.1.6
    [IMPROVED] Topography Layers - optional descriptive names
    [IMPROVED] Terrain Settings - option to create terrain data files in the project folder
    [IMPROVED] Support for 2019.1

    It will shortly be available in the Asset Store or Beta Program members can download it immediately.
     
  19. dl290485

    dl290485

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    I'm having a noob problem with generated trees and them having no collider.

    I'm using the Trees tool to generate in trees and have selected a regular prefab. It's from a low poly pack and is not actually a specially made tree. Looks like one (well, a cactus anyway) but it doesn't do billboard or LOD or anything, it's just a mesh.
    So my problem is that, although I checked the 'Trees Have Colliders' option, they don't actually have one at run time. The prefab has a mesh collider in it and when I place it down normally then it works, but the generated trees don't collide.

    What can I do about this?
     
  20. dl290485

    dl290485

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    Another question:

    How do you make a grass and tree exclusion zone? I'm hand placing a town (not using the mesh or group tool) and need no grass in the area.
     
  21. sstrong

    sstrong

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    To make an exclusion zone when not using the Group system (which we recommend BTW for towns), you can use a Stencil. These are added to a landscape from the Landscape Tab. You can have 1 or more layers. Then apply the Stencil as a FILTER on the grass and/or trees tab.
     
  22. Dave_2000

    Dave_2000

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    Mesh colliders don't work for trees on unity terrains (this is a Unity problem, not a Landscape Builder problem). Generally the idea is to use a capsule collider for the trunk and a box/sphere collider/s for the leaves (if you need a collider for the leaves - often you won't). If you really need to use a mesh collider, you can use the groups system in Landscape Builder instead to place the trees (just add the prefab as a part of a uniform group and set the options as you usually would in the trees tab). But generally you shouldn't use mesh colliders anyway if at all possible in a game as they are much more expensive to calculate than the so-called primitive colliders (box, sphere and capsule colliders).
     
  23. dl290485

    dl290485

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    Ok thanks for the info.

    Yeah it's cactus, so all trunk. Just trying to avoid a situation where a player expects to shoot between the branches and just hits a big ol box. I guess I'll go make up a better approximation of their shape with several shape colliders combined.

    As for the other question; You suggested I do use the group system. My initial thoughts against that is not getting to choose where the towns will be. However, since you do think it's the right way to go, I'm guessing I can also stencil them in and out of areas too?
     
  24. sstrong

    sstrong

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    Yes, you can use stencils for procedural clearings. However, you can also do Manual Clearings and place the towns exactly where you want them. Add as few or as many as you need.
     
  25. sstrong

    sstrong

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    Useful Forum Posts

    Creating an Island
    https://forum.unity.com/threads/387912/page-8#post-3634531

    PNG v TIFF v RAW
    https://forum.unity.com/threads/387912/page-10#post-3728821
    https://forum.unity.com/threads/387912/page-13#post-3916954

    GeoTIFF and Realworld
    https://forum.unity.com/threads/387912/page-6#post-3282845
    https://forum.unity.com/threads/387912/page-6#post-3292876

    Vegetation Studio to VS Pro upgrade
    https://forum.unity.com/threads/387912/page-12#post-3873394

    Templates - Backup or Copy a Landscape, changing size etc
    https://forum.unity.com/threads/387912/page-13#post-3969715
    https://forum.unity.com/threads/387912/page-6#post-3269725
    https://forum.unity.com/threads/387912/page-5#post-3246688
    https://forum.unity.com/threads/387912/page-4#post-2978401

    How to Copy Groups To Another Scene/Landscape/Project
    https://forum.unity.com/threads/387912/page-14#post-4558900

    Runtime
    https://forum.unity.com/threads/387912/page-7#post-3359646

    Importing non-LB terrains
    https://forum.unity.com/threads/387912/page-5#post-3261130

    Object Paths
    https://forum.unity.com/threads/387912/page-7#post-3564340
    https://forum.unity.com/threads/387912/page-14#post-4264366
    https://forum.unity.com/threads/387912/page-14#post-4296946
    https://forum.unity.com/threads/401254/page-9#post-4300261
    https://forum.unity.com/threads/401254/page-9#post-4372120
    https://forum.unity.com/threads/401254/page-8#post-4232752
    https://forum.unity.com/threads/401254/page-8#post-4244266

    Create New Image Modifiers
    https://forum.unity.com/threads/387912/page-14#post-4271680

    Ground Texture Checker
    https://forum.unity.com/threads/401254/page-2#post-2951636

    Placing water (puddles) on flat surfaces (mesh)
    https://forum.unity.com/threads/387912/page-3#post-2806096
    https://forum.unity.com/threads/387912/page-3#post-2812420

    LB Manager
    https://forum.unity.com/threads/401254/page-9#post-4360087

    LB Path Importer
    https://forum.unity.com/threads/401254/page-9#post-4379953
     
    Last edited: May 20, 2019
  26. dl290485

    dl290485

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    How can I improve performance for terrains?

    I have a 2k square terrain. Occlusions are baked of course. But how can I improve performance now? I'm actually using Unity 2017.3. Would going to 2019 help some how?

    Right now I'm using Distingo to get better texture rendering with triplanar, but is there another option which will have good quality but better performance?
     
  27. sstrong

    sstrong

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    At design-time there are lots of goodies like GPU acceleration (LB Advanced Tab) to reduce the time it take you to create your landscapes. These also work in runtime (scripted) landscapes. We also take advantage of performance improvements in the New Terrain System introduced in Unity 2018.3. These were added in LB 2.0.6. See here.

    At design time the GPU Lightmapper in U2019.1 save us literally days of work with one of our promotional videos. See here for details.

    We've also added support for Drawing Instancing in LB which is part of the New Terrain System. See here.

    If you're going to upgrade your project, in my opinion, it makes sense to go with the latest available (unless you're getting close to releasing your game). Unity 2019.1 has other goodies not related to landscape that could make a big improvement. For example in another asset of ours, we're using Entities, C# Jobs and the Burst compiler to get amazing performance improvements for our weapons system in Sci-Fi Ship Controller.

    When upgrading, don't forget to take a full backup of your project directory/folder first. That way you can always roll back if you run into unresolvable issues.
     
  28. dl290485

    dl290485

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    Thanks for the info.

    Yeah I will be backing up. I will also though try to have a kind of dual-version going on, so I can continue some of my old projects in 2017 (if compatibility is an issue) and hopefully convert this one project and start new ones with 2019.
     
  29. dl290485

    dl290485

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    OK so my project won't convert to 2019. All my editor extensions (including this) are missing from the editor and so on. I'm considering actually rebuilding/copying in this fairly new project.

    For this landscape builder, I figured I could just punch in the same details and actually generate the same map again... but it's not the same. How is that possible?

    There are only 3 topographical layers (perlin base - canyon, perlin additive - canyon, perlin detail - desert) which are pretty straight forward, but the shape that comes out is pretty different. Have I made an error recreating a setting, or is it possible that using the same details can produce a different terrain?

    I considered maybe another way to keep the terrain, rather than actually generate it again, is to export it's shape as a unity terrain or something to then re-import as a layer; how do I do that?
     
  30. sstrong

    sstrong

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    Do you have any errors in the Unity Console after updating to U2019.1? We assume you're on 2019.1 rather than the 2019.2 alpha.
    If you have errors, it is highly possible your asset scripts aren't being compiled - which is why you can't see them. We often upgrade LB scripts between Unity versions (e.g. 2017.2, 2018.x, 2019.x etc). They should upgrade fine. If you see any Landscape Builder errors, please let us know.

    To move LB settings between projects just create a Template from the first project and import it into the second. See the post here for links on Templates.
     
  31. dl290485

    dl290485

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    Thanks, I'll try that template thing out.

    I didn't even bother trying to fix errors because it said 500+ (buried in TONS of other cautions). Sorry I can't provide feedback specific to your extension in this regard.

    Like I mentioned already though, what happened to your one was similar to others. PlayMaker was also missing from the Window section of the editor. For both, I tried deleting the folders to re-import and etc, but it was stuck un-compiled/loaded wrong.

    The easier option for me is to just rebuild / file explorer copy in stuff, since my project is only about 2 weeks old anyway.
     
  32. sstrong

    sstrong

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    Ok. I suspect Playmaker/Landscape Builder were just victims of the other upgrade errors. In our experience, deleting and re-importing LB is rarely going to fix anything.
     
  33. dl290485

    dl290485

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    I'm having an issue with grass in my build, but not in the editor.

    When I build, the grass has no transparency and does not sway in the wind. It is also one sided so invisible when viewed from the reverse side. grasserror.jpg
    I have checked the profile settings and deleted all other options other than 'Ultra' to ensure it's not just the build running in super low detail or anything like that.

    I don't know where to turn to at the moment, but figured maybe Landscape Builder may be part of the issue because that's what the grass is being placed by? Is this a shader issue maybe? Does Landscape Builder try to use non-standard shader for grass? I looked at my always load list shader list and it's like this:
    shaders.jpg

    Am I missing the grass shader from this list??

    Does anyone have any idea how I can try to get to the bottom of this?

    I'm using Unity 2019.1.
    I'm also using CTS, but as far as I'm aware that should only affect the textures on the landscape itself and not the grass, as it doesn't even have a setting for grass (unlike the landscape textures, where you specify images and details for).
     
  34. sstrong

    sstrong

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    We've not seen this before but I'll check it out later today. Are you using texture terrain Grass (Detail) or mesh Grass? What do you grass settings look like in Landscape Builder?
     
  35. dl290485

    dl290485

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    It's set to texture grass. Also the camera is Deferred.

    When I can later, I will check the grass settings. Do you mean the placement tab though? Or the terrain settings or something? I think I left the terrain type settings (the place where billboard start distances and etc are set) all default, and without looking I can't think of how the placement settings would male a difference since it's just where it goes, not how it's drawn (other than texture or mesh, and yeah it's set to texture).

    I'll get more screenshots or details later today when I can get back into the project.
     
  36. sstrong

    sstrong

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    Yes, the LB Texturing tab. I agree that I can't see how any setting in that tab could be the cause. It is just using the in-build Unity terrain detail features and Unity is actually rendering the grass on the terrain. For a test, you could manually update some grass on a terrain using the Unity tools (in the same scene). You can update / overwrite your manual changes by just re-applying the grass in the LB editor.
     
  37. dsilverthorn

    dsilverthorn

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    How can I save my created procedural clearing groups so they can be used in another scene?

    I would like to create them in a small scene to I can see them, before putting them into my large terrain scene.

    Also, is there a way to set the height of where they will populate?

    I have a group of islands and would like them to only populate out of the water and at not too close to the shore. Can that be done procedurally? with 16 terrains, it is a large job to do it manually.

    Thanks!
     
  38. sstrong

    sstrong

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    How to Copy Groups to Another Scene/Landscape/Project

    WARNING: This will overwrite any Groups settings in the destination landscape.
    1. Verify that you have LB 2.1.2 or newer installed
    2. On the Landscape tab, go to Templates
    3. Enter an appropriate template name. You might want to add a version number to it.
    4. If copying to another project, tick "Export Package"
    5. If copying to another project, a package will be created which you (or another team member) can import into the destination Unity project
    6. In the destination Project scene, on the Landscape tab, under Templates, drag the template from the Project pane (LandscapeBuilder\Templates) into the "Template to Apply" slot.
    7. Turn off ALL import options ** THIS IS IMPORTANT **
    8. Tick "Ignore Start Position"
    9. Tick "Import Groups"
    10. Optionally tick "Apply Groups"
    11. Click "Apply Template"
    12. Check the Groups tab
     
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  39. sstrong

    sstrong

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    See how to Copy Groups above.

    For both procedural and uniform Groups, you can limit where the group members are placed by setting the Min/Max Height settings on the Default tab of each Group

    upload_2019-5-20_8-34-34.png

    You could then refine/override the Group Defaults per member of the Group.

    upload_2019-5-20_8-39-19.png
     
    dsilverthorn likes this.
  40. dsilverthorn

    dsilverthorn

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    Thanks so much!
    I was staring right at it and must have gone cross eyed. o_O

    I knew it could be done, I just couldn’t remember how.
    I appreciate the instructions too.
    I wanted the locations to be random so I didn’t even know where to look. So then I could run a demo.
    Diving deeper into LB and loving it!
    Glad you made a manual, by the way, I printed it and it is a reference while I do my designs!
    Videos are great to get up and running but a real manual allows me to keep running. ;)

    Keep up the great work!

    Next I’ll be getting into your path creator:)
     
    sstrong likes this.
  41. D3Duck

    D3Duck

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    45
    Have been using LB for some time and is working great. have been running into issues with texturing though. See attached picture of what is happening. I already found out it is not a LB problem, as it still happens on a plain terrain in an empty project without LB imported.

    I hoped someone here knows the answer as I've gone through the manuals again and played with all the resolutions etc but no joy. No answer on the other Unity forums. Any help would be appreciated. (This is unity 2018.2.0f2).

    Note: It has something to do with stretching of the UVs it seems, but using triplanar shaders did not fix the issue
     

    Attached Files:

    Last edited: May 27, 2019
  42. sstrong

    sstrong

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    What happens when you increase tiling? Also, have you tried having 2 textures with different tiling and strength so that they blend together? You could also consider using noise when texturing the landscape (in LB) to hide or mask your problem.
     
  43. eaque

    eaque

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    Hi,
    2questions
    I'm thinking of reshapping a bit my 4maps terrain. Its mainly flat base with mountains
    1-In order to get some "plateau" effect, what would you advise as preset?
    2-I can't get the navmesh bake from terrain stencil to work. I use microsplat and i don't see the results when i paint on the terrain with the stencil. Can this be due to terrain shader?
    thanks in advance
     
  44. sstrong

    sstrong

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    1. Add a Topography Perlin Additive Layer
    2. Use the Canyon Additive
    3. Then to modify, you can change the "usual" stuff like Noise Tile Size (to be similar to the landscape size), Height Scale and Additive Amount
    4. If you want to get creative, expand "Curve Modifiers and Filters", and try changing the Output Curve Modifier Preset to Steep Double Terraced, Sharp Double Terraced, 5/10/20 Tiered Terraced, Canyon Terracing 1/2/3 etc.
    5. Adjust Noise Offset X/Z to move the formations across the landscape

    For the navmesh, is the problem with the Stencil painter or the navmesh creation (or both)?

    upload_2019-5-28_16-56-11.png

    Above is a topdown view in the stencil painter using the standard Unity terrain shader. The white area is the stencil layer I've painted. The small dot is the paint brush when "Paint" is enabled in the Stencil editor.

    With MicroSplat as your terrain shader, what happens when you change the Colour of the Stancil Layer?

    upload_2019-5-28_16-59-27.png
     
  45. eaque

    eaque

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    Many thanks for those!

    Actually both. I see the dot but doesn't paint anything, with "paint" enabled so color doesn't update....i will try to reimport...Just thinking that the terrain shader might hide the painting but no navmesh gets baked, so....

    Thanks again for your prompt reply
    :)
     
  46. sstrong

    sstrong

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    I just tried it with LB 2.1.2 (release version), U2018.3.1f1, and MicroSplat 2.2 (could be a little old now). Seemed to work fine for me.

    upload_2019-5-29_10-28-57.png

    upload_2019-5-29_10-29-15.png

    Which version are you using?

    Also, take a look at my scene Hierarchy. You should see some thing similar. Make sure you "save" the painted region by turning off "Paint" before clicking "Add Mesh".

    If the brush isn't working, check for any errors, warnings or info entries in the Unity Console. You could also create a really simple project, create basic landscape, add a stencil and make sure you can paint on it ok (without importing MicroSplat).
     
  47. eaque

    eaque

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    Hi,

    using 2018.2.13f1 but still on LB 2.1.0 on my pc...maybe 1st thing to update!

    It works in another project (on my other pc...) but without microsplat. so i thought.... Now i know it's not the issue i will repeat steps. This feature is key in my project can't wait to play with it...

    thanks for your always detailed answers
     
  48. eaque

    eaque

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    1more it seems i can't tag each terrain the inspector window is grey when i develop the landscape gameobject

    edit: after closing unity everything went back at normal no issue with tag:)
     
    Last edited: May 29, 2019
  49. sstrong

    sstrong

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    I'm not sure I understand the problem. What do you mean "tag"?
     
  50. eaque

    eaque

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    sorry closing unity solved this thing. I meant adding a tag to the terrain. Now it's ok!

    What a pleasure to see my enemies starting their patrol in the middle of the desert thanks to your navmesh stencil!!
    Many thanks LB is fantastic!!:)
     
    sstrong likes this.