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Discussion in 'Assets and Asset Store' started by Arkhivrag, Jan 27, 2015.

  1. Bentoon

    Bentoon

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    Hello
    I like this asset a lot, Thank you!
    I often need to tweak them a bit and would love to access an .obj or .fbx mesh file in another program... Is is possible to export a mesh from the Temporary file it creates.

    Thanks
    ~be
     
  2. Arkhivrag

    Arkhivrag

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    There is no OBJ file exporter included, but there are several free tools on asset store that will help you.



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  3. Arkhivrag

    Arkhivrag

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    v1.5 released
    • Added full SpeedTree support, check example scenes.
    • Added terrain trees exporter.



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  4. Bentoon

    Bentoon

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    Thank you
    Do you recommend any specific?
    Can you point me in the right direction
    Thanks!
    ~be
     
  5. Arkhivrag

    Arkhivrag

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    I have not used any.



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  6. djgriff

    djgriff

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    Hi just downloaded latest version and can't locate TM2 anymore? has this been moved or removed. Cheers

    Daniel
     
  7. Arkhivrag

    Arkhivrag

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    Terrain To Mesh tool and its shaders are inside package.
    Check Unity version, needs 5.3.2
    Untitled-1.png



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    Last edited: Mar 11, 2016
  8. Bentoon

    Bentoon

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    Hello
    I am able to export the meshes but since Mesh Material has it's own Shaders the textures cant come through...
    Any ideas?
    The best one I found was SceneOBJExporter
    Thanks
    ~be
     
  9. Arkhivrag

    Arkhivrag

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    And what if use non Mesh Materializer shaders? And why not ask help for that asset publisher?



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  10. Bentoon

    Bentoon

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    Hello,
    If I use Non Vacuum Shaders, the texture disappears. I like very much what you have done with the shader, and would like to be about to export it to tweak it
     
  11. Arkhivrag

    Arkhivrag

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    If you mean vertex colors, then I do not think obj files support them.



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  12. djgriff

    djgriff

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    AAhh ok there used to be a tick box to export the terrain texture.. but cant locate it..

    Cheers

    Edit: Im now using my macbook pro so not sure if this is effecting the asset.. It was there on my windows machine on the previous version, tickbox to generate the T2M.
    Could you versify that there should be a tick box?

    Cheers
     
    Last edited: Mar 11, 2016
  13. Arkhivrag

    Arkhivrag

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    1. Unity version must be >= 5.3.2
    2. Try cleaning asset store cache:
    PC - C:\Users\[Your Profile Name]\AppData\Roaming\Unity\Asset Store
    MAC - "~/Library/Unity/Asset\ Store".

    Untitled-1.png



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  14. djgriff

    djgriff

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    Aaah bingo not running latest on mac.. Cheers and sorry for the inconvenience.

    Thanks

    Daniel
     
  15. l3mon

    l3mon

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    Thanks for the update - will check out the tree export soon.

    One question regarding the terrain texture. Right now, I'm having trouble to get a good looking terrain texture of my 1500x1500 terrain. I take it, it's because I'm only using a 2048x2048 texture for it.
    However, as the mesh is showing it right in the inspector/gameplay on PC, I thought it might be the Android settings, but the quality is set to "beautiful", the max size of the texture set to 2048, but when installed on Android, it looks all pixel.
    So I thought terrain chunks is the way to go, but it seems the texture is not generated for each chunk, correct?

    What am I doing wrong / what can I do to have the texture not look poorly, while only using a single terrain in unity?
    (Base scaling of textures is 7x7)
     
  16. Arkhivrag

    Arkhivrag

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    Do you use single Basemap texture or multiple textures blend by T2M shader?



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  17. l3mon

    l3mon

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    I selected the One Directional Light > Diffuse > 8 Textures shader, but I'm currently only using 2 for testing.
    Just saw Force One SubMaterial is selected, does this change anything?
    Anyway to export my settings for your analysis?
     
  18. Arkhivrag

    Arkhivrag

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    I've fixed pixelated textures for T2M shaders and already submitted update v1.51



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  19. l3mon

    l3mon

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    Updated, but it's still pixelated. What settings are affecting this?
     
  20. Arkhivrag

    Arkhivrag

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    Textures were rendered pixelated because of shader bug in Terrain To Mesh asset. I've just solved it there and updated Mesh Materializer too.
    Before updating it is better to remove Terrain To Mesh folder to ensure that Unity imports new files.
    From shader side nothing can be done more. If still pixelated it may be reason of texture Filter Mode or Mipmaps.



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  21. l3mon

    l3mon

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    That did the trick :)
    Thank you!
     
  22. l3mon

    l3mon

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    Next problem, now the textures are fine, but the FPS have dropped from 60 to about 28 using the updated shader...
    Tried to use a smaller terrain size / vertex count (15,000 to 4000) , but no increase in FPS.

    I tried different shaders, but no luck.
     
  23. l3mon

    l3mon

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    My fault. While trying to get the textures working, I changed the quality setup.
    Looks okay again.
     
  24. djgriff

    djgriff

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    Hi is there going to be a fix for the T2M texture being blurred? previous to the update it was good now it seems very fuzzy and blurred. I know the last release was suppose to fix this but doesn't seem to..

    Could you give me some advice if i need to change some setting to get it better. Also the colour if off from the original for some strange reason.

    Cheers

    best

    Dnaiel
     
  25. djgriff

    djgriff

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    Wow this is super odd it works good after i generate flat ?! weird bug.. If i generate with Original it is blurry as but then after generating with flat its good..

    hmm
     
  26. Arkhivrag

    Arkhivrag

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    It is not a bug.
    Baked colors will be flat style only if surface type is flat.



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  27. djgriff

    djgriff

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    ok but not sure if i explained correctly. if you select original instead of flat and T2M it is blurred and not correct . If you then generate flat then re generate the T2M it is not blurred any more so, hence i thought it was a bug as this doesnt makes sense otherwise.

    Cheers

    Daniel

    Edit now the really odd thing is i cant reproduce it since generating the flat.. oh well fixed its self :) awesome
     
    Last edited: Apr 20, 2016
  28. djgriff

    djgriff

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    one thing i have noticed which i wonder if it could be added is if i create a level (luckily didnt delete the terrain) then create a new scene and generate a new mesh from a terrain it over writes the mesh from the last scene. so if i open the other scene, scene one it has scene 2's new mesh.. is there a way it could name the folders to the scene or somthing instead of overwriting the previous scene.?

    Thanks

    Daniel
     
  29. Arkhivrag

    Arkhivrag

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    Untitled-1.png



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    Attached Files:

  30. djgriff

    djgriff

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    Aah ok thanks for that, cheers
     
  31. l3mon

    l3mon

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    Hey there again,

    Any plans on extracting the details as well?
    They could be placed on a layer, only being rendered close to the camera.

    And I have one problem in the conversion process. If I add a mesh collider to the terrain, it will not be assigned to the converted terrain object. And if I add it manually, chances are I forget to add it with surprises later on...

    Thanks
     
  32. Arkhivrag

    Arkhivrag

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    Currently it is not planed.

    Just tried, converted terrain inherited mesh collider.



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  33. l3mon

    l3mon

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    That's a pity - will try some workaround then...


    I didn't explain it quite well...
    Yes, the collider is inherited.
    When converting a terrain, I delete the previously generated mesh. Since the terrain cannot be assigned as a mesh for the mesh collider it is set to None; the inherited mesh collider has thus no mesh assigned and hence does not work as intended.
    So it would be great if mesh materializer could assign the generated mesh to the collider (in case of terrain conversion or if it is None).

    Edit: Alternatively you could change the terrain collider into a mesh collider as part of the conversion process.
     
    Last edited: May 27, 2016
  34. l3mon

    l3mon

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    Hey there,

    Any chances on the collider conversion making it into the next release?

    Can you give me a hint on the artist of the upbeat music used in your tutorial videos?
     
  35. Arkhivrag

    Arkhivrag

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    In update for Unity 5.4

    Youtube audio library - Spirit in my step



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  36. l3mon

    l3mon

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    Thank you - very much appreciated!
     
  37. djgriff

    djgriff

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    Hi i have a slight issue, probably user error but the converted mesh and texture are creating holes everywhere. The mesh is from Blender and textured. See screen shot before and after and settings. but for some reason it is not working correctly and the vertex shaded colors are creating gaps.

    img_01 = normal
    img_02 = converted
    img_03 = settings

    Any help or suggestions would be great, thanks

    EDIT: RESOLVED.

    However is there away to adjust the triangle counts?

    Cheers
     

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    Last edited: Jun 28, 2016
  38. djgriff

    djgriff

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    ignore last post resolved
     
  39. lhy_ps2

    lhy_ps2

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    hi,i have one question. why the mesh materializer increase the vertex count so much?
    just take one simple example ,using unity's built in box as souce object, the original vertext count is 24,then choose flat type ,the mesh info shows the vertex count is 36. yet after generate, i can't see any difference, other model's like the lion in the example are the same
     
  40. AGeorgy

    AGeorgy

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  41. karmik

    karmik

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    Hi wanted to check if Can i use this asset to reduce the poly count of objects/characters ?
     
  42. devravenio

    devravenio

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    I was using this very well.
    today,
    i want to try this on my unity( ver 5.4 ).

    but Generate button has been disabled.

    any help?
    Screen Shot 2016-08-06 at 1.15.25 PM.png
     
  43. devravenio

    devravenio

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    When i pick the gameobject on mesh materializer,
    this error comes on,.

    my unity version 5.4.0f3

    any help?


    MissingMethodException: Method not found: 'UnityEditor.ShaderUtil.GetTexDim'.
    VacuumShaders.MeshMaterializer.MM_EditorWindow.TransformChanged ()
    VacuumShaders.MeshMaterializer.MM_EditorWindow.MenuCallbackContext (System.Object obj)
    UnityEditor.GenericMenu.CatchMenu (System.Object userData, System.String[] options, Int32 selected) (at /Users/builduser/buildslave/unity/build/artifacts/generated/common/editor/GenericMenuBindings.gen.cs:122)
     
  44. Mintah

    Mintah

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    For some reason the UI is not displaying the generate button and a portion of the UI won't appear no matter how I resize the user interface. I am using Unity 5.4.0f Screen Shot 2016-08-09 at 6.53.53 PM.png
     
  45. Mintah

    Mintah

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    One more example:
     

    Attached Files:

  46. daisySa

    daisySa

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    The same issue is occurring in the companion asset Terrain To Mesh; i.e. the Generate button doesn't appear using Unity 5.4.0f3.
     
  47. Liviuss

    Liviuss

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    Got the same issue on 5.4.0f3, editing window does not resize on Mac
     

    Attached Files:

  48. Arkhivrag

    Arkhivrag

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    Retina display problem. Thank you Unity for this mess.
    Sorry guys, currently I have no fix for that.

    EDIT:
    Retina support can be disabled by choosing “Get Info” on Unity.app in the Finder, and checking “Open in Low Resolution”.
    It's better than nothing.



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    Last edited: Aug 11, 2016
    daisySa likes this.
  49. Liviuss

    Liviuss

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    Thanks Davit,

    Let's hope Unity will fix it soon, till then, low res option is the only workaround.
     
  50. Arkhivrag

    Arkhivrag

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