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Relief Terrain Pack (RTP) v3 on AssetStore

Discussion in 'Assets and Asset Store' started by tomaszek, Oct 22, 2013.

  1. Zaki_X

    Zaki_X

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    ttham- have you tried this solution? It helped in my case.

    btw. thanks Chris!

    - Mike
     
    Chris_Payne_QS likes this.
  2. aflatau

    aflatau

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    Oct 7, 2015
    Posts:
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    I am having an issue with spec highlight.

    I have Unity 5.4.2f2
    Latest version of RTP

    Before I apply the RTP engine to my Terrain it looks like this:



    See how the blacktop has the spec / roughness to it?

    Now after I add the RTP, that goes away:




    Can someone please point out what I am doing wrong?
     
  3. Elzean

    Elzean

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    Nov 25, 2011
    Posts:
    584
    I use the "construct colormap from details" and indeed it doesnt look right, still not sure where i can fix that:
    upload_2016-12-15_11-3-27.png


    Edit: yes, creating a blank texture but high resolution fix the problem.
     
    Last edited: Dec 15, 2016
  4. the3dhermit

    the3dhermit

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    Reinstalling dose nothing, still have white terrain, here is my console screenshot .http://prnt.sc/djvosa
     
  5. tomaszek

    tomaszek

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    You probably does nothing wrong, but RTP uses a bit different PBR model than default GGX Unity's standard shading. It's not GGX, but normalized BlinnPhong and custom spec color for non metallic/dielectric materials). Look at my example scene. There is script attached to terrain (RTP_TintDielectricColor). To get more standard GGX you can set your camera to render in deferred (which is also better for performance on night scene if you plan to use point/spot lights). Then default lighting model is used (until you change it to RTP one in Settings/Graphic). Your scene is very dark to judge hte issue though. You might ask why I touched the lighting - when you make terrain very dull (turn smoothness to zero) you'll see at distance it is still "plastic shiny" - that's why users complain a lot and I replace GGX with PBS2 (normalized BlinnPhong model).

    Tom
     
  6. DoubleIsLoveDoubleIsLife

    DoubleIsLoveDoubleIsLife

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    I also have white terrain with Unity 5.6.0b1 and latest RTP.

    EDIT: Fixed this by switching from DX11 to DX12, DX9 also works.
     
    Last edited: Dec 16, 2016
    the3dhermit likes this.
  7. EddieChristian

    EddieChristian

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    Oct 9, 2012
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    So I am leaning to use RTP while I am setting up a World streamer scene. I had the terrains split into 4 areas using empty objects NE , NW, SE, SW. Apparently RTP Grouped them.
    So I am wondering if I should split them somehow since the terrain streams into the game scene?

    Also RTP is supposed to generate materials for each terrain that I can later apply to low poly versions of the terrain.
    I can't find them. Where are they??

    Lastly How do I REMOVE the code that adds the _RTP_LODmanager. World Streamer splits the terrains into separate scene file. They are loaded as needed into the GAME scene. I put a _RTP_LODmanager in the game scene manually, But when it comes time to build my game, It asks for the _RTP_LODmanager 1,296 times. And it won't build unless I press the stupid button saying _RTP_LODmanager has been loaded 1,296 times. Highly ANNOYING!!

    And I am left wondering if my game now has 1,295 too Many _RTP_LODmanagers????
     
  8. the3dhermit

    the3dhermit

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    OMG.
    Thanks Man!
     
  9. tomaszek

    tomaszek

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    Hi, this is where you should ask WorldStreamer developer for help because I don't group terrains by myslef. If a scene misses _LOD_manager it's added. It can be removed from code, but I believe there is WorldStreamer integration guidelines for such scenario. Terrain material is available in Unity terrain settings. It's by default scene object. If you'd like to share it between objects/scenes you can make your own material, apply ReliefTerrain-FirstPass.shader to it, then drop on material slot in Unity terrain settings.

    LOD_manager is not actually necessary object, it is only meant for feature handling and shader recompilation, it also helps guessing RTP (ReliefTerrain.cs) object which features are currently used and reflect it on RTP object inspector.

    Tom
     
  10. tomaszek

    tomaszek

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    Something changed then comapring to the moment I tested this feature previously. Texture persists, but global blending values are not setup correctly anymore. They are disabled in material properties, so they are not serialized. If you open geom blend shader you'll see lines like this:

    Code (csharp):
    1.  
    2. // uncomment when used w/o ReliefTerrain script component (for example with VoxelTerrains)
    3. _GlobalColorMapBlendValues ("Global colormap blending (XYZ)", Vector) = (0.3,0.6,0.8,0)
    4. _GlobalColorMapSaturation ("Global colormap saturation", Range(0,1)) = 0.8
    5.  
    Uncomment them. Sync with terrain and try again. It should help.

    Tom
     
    Marco-Sperling likes this.
  11. Rowlan

    Rowlan

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    Does RTP work with Time of Day? I just tried with Azure Sky and all my Snow remained bright white, even though I changed the environment to night. Or is there any other skybox solution that works with RTP which you can recommend?
     
  12. tomaszek

    tomaszek

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    As far as I remember ToD always worked fine with RTP. We also use it in our project, (so maybe I'm biased, but it seems to be solid solution).

    Tom
     
    Rowlan likes this.
  13. sancha-km

    sancha-km

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    Hi, buy RTP3 today, have a problems with shadows on terrain, When i lower tiling = more shadows.
    1. Add Heighmap to terrain textures
    2. Add Tesselation Heght Normal map
    3. Trying to plug OFF in _RTP_LODmanager - RTP Shadows
    4. Change MAXLOD parameter
    5. Reinstall RTP3 on Back up
    6. Use Unity 5.3.5
     

    Attached Files:

    Last edited: Dec 19, 2016
  14. GXMark

    GXMark

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    I'm currently using the latest unity 5.5 patch release and unable to refresh the terrain at runtime using either Refresh or RefreshAll.

    I also can't get the perlin noise generation or the snow to start when i create my terrain at runtime after calling the above refresh. Pressing Perlin Noise Option and adjusting snow in the editor causes it to update. The strange thing is i don't think the editor code is doing any more than refreshing Refresh(null, rtpTerrain) (which i have also tried).

    Any help would be much appreciated to resolve this.
     
  15. ThePaceMaker

    ThePaceMaker

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    Hi there, may be a complete noob question or issue. I have everything working as per the tutorial videos etc, however from a distance view I can see the perlin affect on the grass or rocks or dirt but when I zoom in or launch the player the textures are all normal again. Any ideas, many thanks in advance. I can properly review the asset after this
     
  16. virror

    virror

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    Is there any performance difference or other pros with using your own material when having multiple terrain tiles? Now i just use the same preset for them all?
     
  17. tomaszek

    tomaszek

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    Use checkbox option "full shadow pass" in LOD manager (it's part of tessellation section). Recompile shaders. Should help.

    This was problem in Unity4 only. Now it doesn't matter. All terrain objects use their own separate material anyway.

    Give me your skype id in forum private message. I guess we will quickly detect the issue this way rather than messaging (I would need a lot of additional information about your setup to expertise).

    By runtime do you refer to editor runtime or build ? I had some feedback recently with preset usge problem in builds. Maybe it's the same in your case. Anyway - I'll just check it again in U5.5 RTP3.3e on my side if it works (chaging a param in globalSettingsHolder for example and calling RefreshAll() if it works in playmode).

    EDIT: it works for me (editor&build) - made a simple script and attached to the terrain in my example scene:

    Code (csharp):
    1.  
    2. using System.Collections;
    3. using System.Collections.Generic;
    4. using UnityEngine;
    5.  
    6. public class test : MonoBehaviour {
    7.  
    8. void OnGUI () {
    9.  GUI.BeginGroup(new Rect(200, 0, 200, 200));
    10.  if (GUILayout.Button("CHECK"))
    11.  {
    12.  ReliefTerrain rt = GetComponent<ReliefTerrain>();
    13.  rt.globalSettingsHolder.LayerSaturation[4] = 2;
    14.  rt.globalSettingsHolder.RefreshAll();
    15.  }
    16.  GUI.EndGroup();
    17.  }
    18. }
    19.  
    Clicking button changes the saturation color of snow.

    Tom
     
    Last edited: Dec 19, 2016
  18. sancha-km

    sancha-km

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    Hi, buy RTP3 today, have a problems with shadows on terrain, When i lower tiling = more shadows.
    1. Add Heighmap to terrain textures
    2. Add Tesselation Heght Normal map
    3. Trying to plug OFF in _RTP_LODmanager - RTP Shadows
    4. Change MAXLOD parameter
    5. Reinstall RTP3 on Back up
    6. Use Unity 5.3.5

    This help a bit
    This help a bit, shadows became smaller and appear when camera get close(Fine on distance).
    Directional light is low to simulate morning light.
     

    Attached Files:

  19. RomBinDaHouse

    RomBinDaHouse

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    Mar 18, 2015
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    Hi Tomasz
    I wonder if it is possible to use Realtime GI for static geometry blend into static terrain seamlessly.

    For example we have terrain and geometry blended in it, all fine and pretty seamless in g-buffer channels. But after RT GI build there are lighting seams.

    So, firstly, it seems that "RTP_blend_underlying" mesh must also be static (to have the possibility to access Rt GI static lightmap data) and secondly it must belong to system same as terrain ("system tag") and share terrain's GI atlas. It doesn't matter which type of lighting (static or light probes) is used for main blended material.

    Our tests shows that "RTP_blend_underlying" mesh always unchecks "Static" checkbox automatically (after build\ auto-builds), and it can't share terrain's atlas even if "System tag" is the same.

    Other way it looks like lighting seams are unavoidable.

    Do you have any ideas \ suggestions?
     
  20. virror

    virror

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    Ok, thanx!
     
  21. tomaszek

    tomaszek

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    I probbly uncheck somewhere in GeometryBlend script code static flag because then we don't have chance to control manually how it's batched (and leads to z-fighting when overlying and underlying meshes are combined different way). You could try simply to find it and solve your way. Your assumtions are just right - underlying object need to share everything with underlying terrain including lightmap index and so on. As far as I remember when I worked on this we haven't access to realtime GI atlases in early releases of U5. It's probably now exposed so after sharing everything with terrain (atlas) and UVs it has chance to work.

    Your screenshot doesn't show much issue (hard to say what exactly doesn't work). Anyway - with option checked shadows are synced - terrain mesh present for camera is the same mesh from light perspective when it comes to rendering shadow maps. More issues on shadows I'd rather blame Unity :). You could try to move to U5.5 - with reversed 32fp buffer shadows are really stable - no acne and of very good resolution.

    Tom
     
  22. Porto881

    Porto881

    Joined:
    Jul 11, 2013
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    I have the white terrain problem as well.
    I use Gaia *EDIT: Same problem with standard Unity terrain*
    U5.5 and RTP3.3e for U5.5 (submitted from Unity5.5.0b6)
    Deleted and reimported RTP mulitple times
    using DX11

    RTP example scene works.

    I get the following errors:

    Texture 'ground_desertSandDuneless_2k_n' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.
    UnityEngine.Debug:LogError(Object)
    ReliefTerrainGlobalSettingsHolder:prepareNormals() (at Assets/ReliefPack/Scripts/ReliefTerrain/_Internal/ReliefTerrainGlobalSettingsHolder.cs:2947)
    ReliefTerrain:GetGlobalSettingsHolder() (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:135)
    ReliefTerrain:RefreshTextures(Material, Boolean) (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:262)
    ReliefTerrain:Awake() (at Assets/ReliefPack/Scripts/ReliefTerrain/ReliefTerrain.cs:199)
    UnityEditor.HostView:OnGUI()

    I never had to do anything with the textures in earlier versions.
     
    Last edited: Dec 21, 2016
  23. sancha-km

    sancha-km

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    Same Problem for me - Gaia+RTP3+Unity 5.5
     
  24. nbac

    nbac

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    Adam-Bailey likes this.
  25. tomaszek

    tomaszek

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    Maybe something changed in U5.5. You can make texture readable manually. Look at the texture inspector and ensure "read/write enabled" is checked for every texture that's combined (atlases, normals, heights). RTP should not complain anymore then.

    Tom
     
  26. Fatalis

    Fatalis

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    Sep 9, 2013
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    @tomaszek

    Apologies if this has been asked before. When I add the tessellation option to the RTP shader my terrain completely disappears? I would like to use tessellation in my project.
     
  27. tomaszek

    tomaszek

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    Foolow my tessellation video on YT



    You need to prepare combined heioght and normals of terrain data in texture. Tool for this is included in my package.

    Tom
     
  28. GXMark

    GXMark

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    Yes confirming this part works in editor and build. However, i cant enable snow or perlin noise at editor or build during runtime code.

    Is there some perlin enable command in the API? Simply setting the global perlin values from runtime code does not turn it on. I also have to state that the unity terrain is created with the splat prototypes at runtime prior and and relief terrain component added which works fine.

    Simply calling RefreshALL() does not turn on perlin noise! I think is likely to be a bug.

     
    Last edited: Dec 23, 2016
  29. Fatalis

    Fatalis

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    I am also having a problem where the RTP shader breaks once my scenes are built out. The terrain turns black and changes shape like it's refracting underwater. It looks completely fine in editor. I am using world streamer so my terrain is divided and placed into 64 scenes.
     

    Attached Files:

  30. tomaszek

    tomaszek

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    You need to have every texture saved (combined textures, atlas - look at RTP/Combined textures tabs). Sometimes it's also necessary to make persistent material (new material in project), assign ReliefTerrain-FirstPass.shader to it and put as material template in Unity terarin settings. This makes terrain scene objects persistent as assets, so you can even make a prefab out of RTP terrain object. As far as I know WorldStreamer work like additively loading scenes with separate terrains and I've heard there is tutorial on how to configure things in World Streamer to work with RTP. Ask WS developer maybe.

    Perlin texture shader actually uses is repacked in editor when you visit RTP/Settings?Perlin normals tab. From regular normal texture it's put into different channels of rtexture that you can see on RTP/Combined normals/Special sub tab. Make sure this texture is saved to png to not loose any references runtime. For snow - compare code used in my example scene on the cam (AppControllerTerrain). There is a slider that control snow level runtime and it works for me.

    Tom
     
  31. DarkXess

    DarkXess

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    Hey tomaszek - maybe a silly question here as you may not know it but does the game Rust use your asset Relief Terrain? I am just wondering as they have perfected the cave systems within Unity and I am still trying to find a perfect and yet simpler way - any ideas? thanks :)
     
  32. TheWarper

    TheWarper

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    Nov 3, 2013
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    Hey Tomasz, I'm getting some errors in the latest beta version of Unity 5.6.0b3 on MacOS Sierra 10.12.1.
     

    Attached Files:

  33. tomaszek

    tomaszek

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    Simply ask them. Their snow implementation on a screenshot looks quite RTP alike, but that's not a proof. Anyway with RPT you should be able to getsuch quality. As for caves - RTP is about terrain rendering. Caves are separate meshes that can be blended at entrance with terrain. That's what you can check on my example scene (tunnel mesh placed "inside" terrain.

    RTP 3.3e is not yet tested on U5.6 (beta is early one and Unity constantly changes a lot of things). I see 2 errors in your console. If they are the only errors you might not be that worry, but I'm not sure if main terrain shaders works OK. I will prepare U5.6 version as soon as beta will reach more mature level of stabilisation.

    Tom
     
    DarkXess and TheWarper like this.
  34. TheWarper

    TheWarper

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    Sounds good, Thanks Tom
     
  35. DarkXess

    DarkXess

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    I did ask them mate but since when does developers reply emails now a days? lol especially those wanting to know how they did such and such with their game. Anyways thanks for the reply, I will go over your example scene more to see how its been done :)
     
  36. Kemp-Sparky

    Kemp-Sparky

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    Any chance deformable snow and sand could make an appearance? Something like this: GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins

    I'm making a game that makes heavy use of snow, and I need convincing interaction with the environment. The only off the shelf solution for Unity seems to be "Deformable Surface" but it looks like a performance hog, works only with dx11, and I would much rather have something that works with RTP.
     
  37. tomaszek

    tomaszek

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    Yes, it's on my wish-list for future releases. Still don't ask "when", sorry. Hard to estimate.

    Tom
     
  38. Kemp-Sparky

    Kemp-Sparky

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    Awesome! Thanks for the reply. I understand being unable to give an ETA, but is it possible to know how far down the queue that feature might be?
     
  39. tomaszek

    tomaszek

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    I believe next RTP release will have something like this (I consider such effect like "core" functionality, not additional unnecessary goodie).

    Tom
     
    Kemp-Sparky likes this.
  40. Kemp-Sparky

    Kemp-Sparky

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    Excellent! Thanks!
     
  41. DarkXess

    DarkXess

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    Tomas is this the video in which you used the tunnel method shown in your "example scene" ?

    Thanks again :)
     
  42. virror

    virror

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    Thats the one i followed and it worked great : )
     
  43. imtehQ

    imtehQ

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    I upgraded to unity 5.5 and now my terrain is completly white, and idea how to fix this?
     
  44. DarkXess

    DarkXess

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    You are talking to me? :)
     
  45. j0hnbane

    j0hnbane

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    I've been digging through the docs and vids and I kind find anything about updating my terrain height. I'm able to paint areas with the terrain brush, and the mesh responds, but the splatmap doesn't form to it. What am I missing?

    Thanks!
     
  46. Seneral

    Seneral

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    I don't think I understood you correctly. To me it sounds like you want the splatmap to conform your heightmap while you paint? If that's the case, that's not something RTP does, atleast to my knowledge. Could've understood you wrong, though;)
     
  47. tomaszek

    tomaszek

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    Install RTP3.3e that is dedicated version for U5.5. Uninstall current RTP first and make sure Unity doesn't cache U5.4 package (sometimes you might get wrong U5.4 RTP version isntead).
     
  48. j0hnbane

    j0hnbane

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    I'm just trying to use my terrain tools to do modifications to the terrain mesh. I can see the wireframe of the mesh moving with my tool, but the textures do not conform to them.

    Would I have to take my terrain data and make a new terrain with it, modify it, then export with the heightnormal map exporter for the the tessellation height & normal map settings again?
     
  49. Piahouka

    Piahouka

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    I tried example scene of RTP3.3e in new project (unity5.5.0f3), It's terrain was white.
     

    Attached Files:

  50. tomaszek

    tomaszek

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    I've just instyalled 5.5.0f3. Im ported RTP3.3e works. Make sure Unity gives you right package version (!). Look at verinfo.txt file in ReliefPack folder. It should be like this:

    RTP3.3e for U5.5 (submitted from Unity5.5.0b6)

    Otherwise - problems...

    Look at previous 2-3 apges I remember somebody reported it and advised to clear Unity package cache first before you download RTP.

    There is still confusion:
    1. does terrain shape react to your changes ? (it won't if you're in tessellation mode where terrain shape is taken from texture)
    2. or you'd like coverage data to follow terrain shape changes ? like you place a cliff and you like side faces to be automatically covered by rock texture ? (it's not working out of the box - and you need to controll it yourself changing terrain coverage textures stored as subassets in terrain object)

    Tom