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MapMagic 2 - infinite procedural land generator

Discussion in 'Assets and Asset Store' started by Wright, Apr 24, 2020.

  1. par-002

    par-002

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    Ok so it's definitely the URP. Sorry about that.

    I created 2 new projects just to test this. One with URP and the other just normal 3D.

    Doing the exact same steps the MapMagic2 terrain is rendering with MicroSplat in the normal 3D but not in the URP.

    I'm guessing I need to buy the $20 MicroSplat URP module?

    Edit: Yep. Works now.

    NonURP:

    URP:
     
    Last edited: Aug 26, 2020
  2. par-002

    par-002

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    Ok now that I got everything working I do have a question :D

    My camera height is based on the terrain height. How do I get the correct terrain that the camera is over when Generate Infinite Terrain's is enabled?

    I would normally do
    Code (CSharp):
    1. Terrain.activeTerrain.SampleHeight(transform.position))
    but this only works correctly when I have Generate Infinite Terrain's disabled.

    Thanks!
     
  3. Wright

    Wright

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    Glad you could sort that out! Yes, sure, MS URP module was made exactly to work with URP, I was pretty sure you've got it installed :)

    Seems that you get the height of your first terrain. Unity documentation says you should avoid using activeTerrain if you have multiple active terrains in scene, and use activeTerrains instead. When you get the array of terrains, select the one that is camera over by checking it's bounds, and sample the proper terrain's height.
     
  4. Duffer123

    Duffer123

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    @Wright , just wondering aloud. I wonder if there is a way to great a world with MM2 with large swathes of (measured) infinite terrain seamlessly melded with smaller bits of tiled defined terrain?
     
  5. protopop

    protopop

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    I know you can pin terrains , so you could pin and customize specific tiles and let MM fill in the rest. You can edit tiles in a specific position by setting the offsets if you various graph positions for that particular tile. Only thing is I don't know if pinned tiles disappear when they re out of range - I wouldn't want a lined tile to be always visible for performance reasons, only when close - I'm not sure if it does that or not
     
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  6. Duffer123

    Duffer123

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    @protopop , thanks for the response. It's almost what I was thinking of but I was more thinking of real world sized infinite terrains but say you kept tabs on longitude and latitude and say 30 miles or tiles directly north there was a (fits in) pinned, fixed or custom tile if that makes sense.... not sure @Wright it is possible or supported by MM2...
     
  7. psistalk

    psistalk

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    I'm looking to place a terrain tile (as a master that I have sculpted) and get map magic 2 to build around it. I remember reading something about doing this. Is it possible? I love MM2 it is the best asset in the store.
    Thank you
     
  8. nnurgle

    nnurgle

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    Have you looked into Map Magic 2 Locks? These allow you to directly customize locations and it fits in to the infinite terrain. It sounds like you might already have existing terrain you are trying to add infinite terrain to. Locks will help you do the opposite: add custom edits directly to locations in infinite terrain.
     
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  9. Wright

    Wright

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    With the locks feature you can generate the infinite terrain around the manually created locations:


    However there is no way to lock the terrain that you've done before adding MapMagic - there is no way to add a new tile. I'm afraid you'll have to make the locked areas from scratch or use some custom script to stamp them from your terrain.

    For all Unity 2020 users: for some reason I can see no MapMagic 2 asset in my asset packages list. I see modules, MM1, other free assets, but, the odd thing, no MM2. I have to copy it manually to test projects. Has anyone got the same issue?
     
    Last edited: Aug 31, 2020
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  10. par-002

    par-002

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    Hey so, I posted this over on the MicroSplat forum thread thinking it was a MicroSplat issue but I am now thinking it might be a MapMagic issue or feature I don't know how to work around. Just going to copy/paste what I wrote over there :)

    tldr;
    float[,,] aMap = terrain.terrainData.GetAlphamaps((int)terrainPositionXZ.x, (int)terrainPositionXZ.y, 1, 1); 
    isn't working when using MicroSplat Node in MapMagic 2 graph.

    Any help on this would be wonderful :)
     
  11. Wright

    Wright

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    Right, MicroSplat output it doesn't write terrain alphamap - otherwise the apply operation will cost twice and will affect the performance (apply operation could not be performed in thread). MM is a real-time instrument and I want to lower it's affect on FPS as much as possible. If you need the alphamap data you can use standard Textures output along with MicroSplat, but I really recommend you trying to load data from MicroSplat's control textures instead of getting splats 3D array.
     
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  12. par-002

    par-002

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    Makes sense. How would I go about getting the data specifically? I stepped through the code and tried to piece together where the data would be with no luck.
     
  13. Refeas

    Refeas

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    Hey @Wright,
    I've discovered an issue with tile welding where there are very noticeable inaccuraccies between tile edges.
    I've logged the issue here:
    http://mm2.idea.informer.com/proj/MM2?ia=134398
    And sent you an email with the repro project.

    Also, in 2020.1.4f1, the right click menu has light grey background with white text, so it's really hard to read (dark theme). I've attached a screenshot.

    Thanks!
     

    Attached Files:

    Last edited: Sep 1, 2020
  14. psistalk

    psistalk

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    In your MapMagic2: Island in a minute is there a way to make large islands? Thank you. Map magic 2 is the best asset in the store. I was also wondering if you have a script to fill in the mesh for the mesh collider on the map magic 2 terrain.

    Thank you,
    psistalker
     
    Last edited: Sep 3, 2020
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  15. Wright

    Wright

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    I've recently submitted the new version, 2.0.7. Here is what it brings:

    New features:
    - Vegetation Studio Pro new apply type - with copy component. It's based on jimmygladfelter's idea and code, and significantly improves VS Pro Maps and Objects apply speed.

    Bug fixes:
    - Fix build for Windows x86 with native code
    - Fixed non-critical errors on build with pro skin
    - Fixed right-click menu colors with pro skin
    - Lock fixes for MM object with offset
    - Terrain tiles pool fix
    - Tile seam welding fix

    It will be available at the Asset Store in a couple of days. Here you can get 2.0.7 now to test new feature or to get rid of tile seams.

    Please note that 2.0.7 core version could be incompatible with 2.0.6 modules.

    I guess this data should be retrieved from the material, not MapMagic.

    Thanks for reporting this issue!
    It should be fixed in 2.0.7

    Thanks, I'm glad to hear that! You can create an island of any size, even a continent, I can see no limitations here. It will be split between tiles and won't be displayed as whole, but still will represent the form of an island.
     
    Last edited: Sep 4, 2020
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  16. psistalk

    psistalk

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    Could you show a map or set one up for download? It would help out a lot. Thank you for this great asset.
     
  17. camta005

    camta005

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    Increase the Scale value of the Simple Form generator and the island size will increase.
     
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  18. protopop

    protopop

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    Can we load a specific graph at runtime in code?

    I would check if the user is on a low end or high end device. If its low end I would like to set the MapMagic object graph to a low end one. Same for if its high end detected.

    I start the scene with MapMagic disabled so I could set the correct graph before enabling it and generating the terrain.
     
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  19. RagingJacob

    RagingJacob

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    This is exactly the thing I was looking for, as I am currently getting errors with the VS PRO MAPS output where it says Key Value can not be null.

    Eventhough I followed @Wright 's YT tutorials on MM2.
    Scattering Trees works but using RGBA includes for grass currently spits out errors through MM2.
    I couldn't help but wonder if we can get our hands on the Compatibility scripts you made @jimmygladfelter .

    I am glad to see the MM2 community is thriving and sorry to hear about your hospitalization @Wright, hope you're getting better.

    EDIT: Oh Boy! I just noticed the new version 2.0.7 got submitted on the Asset Store, can't wait !
     
    Last edited: Sep 6, 2020
  20. par-002

    par-002

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    I've been driving myself crazy trying to figure out how to do this. Would you (or anyone for that matter) have an idea how to do this?

    Thanks!
     
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  21. RagingJacob

    RagingJacob

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    @par-002 I might be in the same boat here mate, I am not sure how or why but I am not able to get grass to show up when using the MicroSplat Node together with VSP Maps Node.

    The workflow they have with VSP's Microsplat integration is baking a Color Mask for a static world.
    I can't for the life of me figure out how to make it work for the procedural infinite terrain of MapMagic2.

    EDIT: Oh man, it seems like Vegetation Studio Pro doesn't support URP yet with their Billboards and grass shaders. That's gotta be the reason I am not seeing anything in the editor yet I am seeing crazy pink artifacting when running.
     
    Last edited: Sep 7, 2020
  22. Wright

    Wright

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    Just for convenience - here is the graph from the Island in a Minute video.

    I'm fine, thanks! I'm already at home, already for a couple of weeks, working on splines and one new module.

    You can download it if you can't wait :)

    There should not be anything complex about it. Use Material.GetTexture on terrain material (it should be named ControlTextureX, if I'm not mistaken), and Texture2D.GetPixel at this texture.
     
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  23. PiterQ70

    PiterQ70

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    Hi there. I have a question I want add some Noise and Erosion but only based on mask. If I add Blend node with Substract the terrain goes down. Ho can I apply modifiers based on masks ?

    upload_2020-9-7_21-51-10.png
     

    Attached Files:

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  24. psistalk

    psistalk

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    Glad to hear your feeling better @Wright, Thank you for the graph. Map Magic 2 is still the best asset on the store...
     
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  25. RagingJacob

    RagingJacob

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    @Wright
    Thank you for the update link, I am so glad the right click menu is also showing up readable now.

    @jimmygladfelter & @Wright (Now with the new VS Pro node implementation)
    Is it correct to assume with Map Magic 2.0.7 the best way to scatter trees and other object
    for terrain with Vegetation Studio Pro is through RGBA Color Masking Vegetation in VSP and using the VS Pro Node to scatter the instanced prefabs through VSP?

    Because I ran into an issue where I had the Terrain Tile size set to 5000 instead of the default 1000,
    where the VS Pro node didn't render correctly and spat out all black RGBA values.
    When going back to 1K Tile Size for MapMagic2 is rendered correctly and grass was instantiated.
    I initially went for 5K tile size to encompass the playable area on one Terrain object with a higher resolution.

    Also this might be a bug on my end, but whenever the first draft tile is rendered after "Generating" Map Magic 2 I lose some buttons in my Graph Editor nodes. (See examples)
    upload_2020-9-8_9-21-57.png
    upload_2020-9-8_9-55-37.png
     
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  26. Ziron999

    Ziron999

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    I have an extremely important request...
    I need it to be possible to either:
    A: make it possible to create locks upon terrain generation in game "after" the terrain is generated as another layer so you can have POI's or
    B: make it possible in the graph to define a lock upon object spawning!

    I guess A would need to happen either way and B would just be a nice feature on how to handle it...

    If this is already possible without a lock somehow I would like to know how to smooth out terrain of a building in an area where it would be spawned then remove foliage/trees, ect...?

    What good is an infinite world if only the terrain, trees, and some rocks can be generated. what about important things like buildings?
     
    Last edited: Sep 9, 2020
  27. Wright

    Wright

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    Blend node just combines two maps together. If you want to blend something using a third map - mask, you've got to use Mask node. Here is the example of masking the erosion effect, if it is what you are trying to achieve:
    MaskingErosion.png

    Try the updated version - it might fix MicroSplat and Blend buttons. However it can do nothing with the Split - it's an object node and not included in this package. You've got to wait until 2.0.7 will be released at the Asset Store together with the new objects module.

    I'm afraid I can't help you with your request. Making layers system for editing terrain is a scope of a whole new tool. Maybe you could describe your use case, what exactly you need to achieve? How the new locked POIs should be edited in game?
     
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  28. mick129

    mick129

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  29. Ziron999

    Ziron999

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    I just want POI's to be infinitely generated using the lock system in mapmagic and the object spawning in mapmagic. All of the possibilities seem to already exist it's just not linked properly.

    If i slap a "infinite" building object in the world how do you adjust and smooth the terrain near it? remove foliage? remove trees? the lock system seems to do all of this already but it can only be done in the editor with static locations. that kind of defeats the entire purpose of a infinite world right?
     
  30. Ziron999

    Ziron999

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  31. Wright

    Wright

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    Oops, thanks for notifying me! Fixed!

    Sorry, but I'm still don't get it. I can add a lock to a tile once it's generated in playmode via script, but what should happen with this lock? The tile with such lock won't differ from a tile without it. I guess there should be something to be copied here. Would appreciate any help in understanding - from you or anyone who got it.
     
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  32. protopop

    protopop

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    Can we swap graphs at runtime? This is MapMagic 1 but Im guessing the answer would be similar forMapMagic 2.

    Like in the image if I want to replace the temperate biome graph with the tropical one at the start of the game, can I do this in code?

    Screen Shot 2020-09-09 at 4.59.36 PM.png
     
  33. Ziron999

    Ziron999

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    i don't know hot make this any more clear....
    upload_2020-9-9_17-33-48.png
    Sideways, not flat, doesn't cut terrain, or remove foliage/trees

    If i modified the terrain myself and removed the grass/foliage and then locked it then it would!

    I know it's more then possible because 7 days to die literally did this...
     
    Last edited: Sep 10, 2020
  34. Wright

    Wright

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    I've just noticed an issue in 2020.1, but can't reproduce it no matter I try: the middle mouse button was not released while dragging the graph and mouse leaves the graph window. It's gone next time I started Unity. I will appreciate if someone who also had this issue and can prompt a reliable, or at least a possible way to reproduce it.

    EDIT: Quick Fix. Seems Unity skips MouseUp raw Event from time to time on Windows. Not sure if the same happens on Mac. Seems to be working properly here, but if someone has this bug on Mac please let me know.

    Yes, we can do it on Awake. The code will differ for MM1 and MM2. For MM2 it would be:
    Code (CSharp):
    1.  
    2. foreach (BiomesSet200 biomesSet in mapMagicObject.graph.GeneratorsOfType<BiomesSet200>())
    3.     foreach (BiomeLayer biome in biomesSet.Biomes())
    4.     {
    5.         if (biome.graph == myOldGraph)
    6.             biome.graph = myNewGraph;
    7.     }
    This will replace myOldGraph with myNewGraph in all 1st level biome sets.
    No tiles should be pinned - otherwise they won't connect with the new ones.
    Obviously will change the graph asset when called in editor.

    Can't say the code for MM1 now, but the basic principle is the same - however MM object should be disabled in scene, or you should call Generate on scene start. You can find useful seed changing instructions.

    :confused: I still don't have a clue, honestly. It confuses even more. Anyone?
     
    Last edited: Sep 10, 2020
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  35. camta005

    camta005

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    I think what is being asked here is how to properly place buildings with MM2, something like this old example:

    FlattenHouses.png
     
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  36. RagingJacob

    RagingJacob

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    Yeah that's gotta be it, that's most definitely what @Ziron999 was alluding to with 7D2D.
    Some way of Procedurally Scattering a predefined Lock from MM2 over multiple Tiles ?
    Right @camta005 ?
     
  37. SorraTheOrc

    SorraTheOrc

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    The manuals show that a Tree node should look like the image on the left (multiple trees with an add button for more). Mine however looks like the one on the right (no add button for more than 1):
    upload_2020-9-12_0-15-31.png upload_2020-9-12_0-16-25.png

    I'm seeing a similar problem on the Split node, though I chanced upon the fact there is actually an invisible add button this time (meaning if I click in the space where it should be it adds a layer):
    upload_2020-9-12_0-17-27.png
     
  38. Wright

    Wright

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    fgardler, you can switch between a single prefab and multi-prefab by enabling or disabling Multi-Prefab in output Properties.

    Could you please check that both MapMagic core and objects module have the same version? The version discrepancy causes disappearing of the Add button, and it might be the reason in also this case. Could you please write back if it's so?
     
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  39. camta005

    camta005

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    I updated core and objects modules to 2.0.7 and created a new project. Trees node is working with Multi-Prefab selected, but I am having the same issue with the Split node.
    treesnode.png
     
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  40. delusches

    delusches

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    @Wright are there any Updates depending the voxeland compatibility with MM2?
    Im currently working with MM1 but i´m looking forward to use MM2 and Voxeland.
     
  41. mick129

    mick129

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    I currently try to lock part of our map but somehow it doesn't seems to work, any clue of what going on?

    This is what I want in the locked circles
    upload_2020-9-12_11-31-0.png

    But when I modify something or hit "Generate", it also reset the locked section.

    upload_2020-9-12_11-32-5.png
     
  42. dejet

    dejet

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    MM2 2.0.7 - infinite terrain / tile seams / splines still not working properly. It looks even worse :(
     
  43. Cam582

    Cam582

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    Hey, I'm having trouble with the splines addon, specifically the interlink node.
    I can't connect the interlink output to the pathfinding node's input like in the demo:
    wontconnect.gif

    It's connected just fine in the included demo SimpleGraph Splines graph, but if I disconnect it, I can't connect it back.
    notevenindemo.gif

    I looked at the manual and it looks like interlink's output is supposed to be a different color:
    manual.jpg
    Is this a bug or am I doing something wrong?
     
  44. jvetulani

    jvetulani

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    Hi,

    Should the infinite terrain work in builds out of the box? It works for me in the editor but when I build it there's only a single terrain visible.

    Running in the Linux Unity 2019.4.9f1, on Ubuntu 18.04
     
  45. Daniel-Talis

    Daniel-Talis

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    You are brave running Map Magic on Linux, I have tried and gone back to Win10. In the build window make sure the architecture is set to x86_64 (x86 seems to be the default).
     
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  46. jimmygladfelter

    jimmygladfelter

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    Im still experiencing some weirdness with Microsplat integration and seams:
    upload_2020-9-13_0-2-10.png

    The molten rock texture is controlled by this node:
    upload_2020-9-13_0-4-31.png
    And the BtmCliff is multiply blended with the 'volcano' region.
     
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  47. Wright

    Wright

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    Odd. Seems to be okay in my project. Could you please email me and I'll send you the link to the core+objects version where this button is definitely working. This way we can find out if it's related with update or not.

    You've got no tiles pinned - only drafts. The lock works only on the pinned main tiles, it does not read any data from drafts. They are not fully functional tiles - just LOD.

    Is there any way I can reproduce this issue? I've tried creating challenge graph for seams and flying around, but it all seems to be welded properly. Could you please send me the scene, the graph, their meta files and coordinates of the seam?

    Please note, that the drafts should not be welded to the main tiles, however they are creating seams that are visible only from the draft tiles themselves, where the player is not supposed to be. These seams are not visible from the main tiles. Could it be the case?

    Seems like a bug. Thanks for reporting it! I'll check it today and if could be fixed in one file will release a quick fix.

    It should, but on Linux native code is not supported - try disabling it in MM by turning off C++ Native Code in Window - MapMagic - Settings.

    This one should be already fixed - I've added the x86 library in 2.0.7

    Are you using any biomes or functions or just a single graph?
     
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  48. Refeas

    Refeas

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    Hey @Wright,
    I can confirm that the welding is still pretty broken. You can easily reproduce it with the project I sent you to your email before the 2.0.7 release. I'm sending you a new email with the updated project (to 2.0.7) where the issue is still the same.
     
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  49. jvetulani

    jvetulani

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    Hmmm, that was already off, I'll try with it on I guess...? I'm also using MicroSplat and URP, if that makes any difference.

    EDIT:
    Yeah, C++ Native Code Off or On makes no difference in the build. Everything still works fine in the editor.

    EDIT2:

    Definitely some microsplat errors, but there's those two at the bottom that seems like it might be it:

    NullReferenceException: Object reference not set to an instance of an object
    at MicroSplatTerrain.Sync () [0x00078] in /data/Projekty/Unity/ControllerCloudsTerrainTest/Assets/MicroSplat/Core/Scripts/MicroSplatTerrain.cs:150
    at MapMagic.Nodes.MatrixGenerators.MicroSplatOutput200+ApplyData.Apply (UnityEngine.Terrain terrain) [0x00119] in /data/Projekty/Unity/ControllerCloudsTerrainTest/Assets/MapMagic/Compatibility/Runtime/MicroSplatOutput.cs:118
    at MapMagic.Terrains.TerrainTile+<ApplyRoutine>d__43.MoveNext () [0x00145] in /data/Projekty/Unity/ControllerCloudsTerrainTest/Assets/MapMagic/Terrains/TerrainTile.cs:771
    at Den.Tools.Tasks.CoroutineManager.Update () [0x0015a] in /data/Projekty/Unity/ControllerCloudsTerrainTest/Assets/MapMagic/Tools/ThreadManager/CoroutineManager.cs:147
    at MapMagic.Core.MapMagicObject.Update () [0x00021] in /data/Projekty/Unity/ControllerCloudsTerrainTest/Assets/MapMagic/Core/MapMagicObject.cs:144



    EDIT3:
    Tried creating new terrains from scratch - I can see the infinite terrain using the example URP scene but...
    Ehh, definitely a lot more stuff broken compared to MapMagic1 - terrain pinning/unpinning doesn't work, when I do manage to pin a terrain they're created outside of the main MM object, the pinning ui doesn't work. Draft terrains can look fine but generated ones end up flat - the infinite terrain generates fine while the main one remains flat. Nodes won't let me input numbers, only drag the value left/right. Lotsa stuff out of whack. No errors in the console tho.
     
    Last edited: Sep 13, 2020
  50. jimmygladfelter

    jimmygladfelter

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    I am using functions. I'll try to get the latest 2.0.7 and see if that fixes anything. I am using 2.0.6

    EDIT: Updated to 2.0.7 and still same seam issue with Microsplat
     
    Last edited: Sep 14, 2020
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