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Relief Terrain Pack (RTP) v3 on AssetStore

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

  1. gian-reto-alig

    gian-reto-alig

    Joined:
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    Okay, I'll test it out as soon as I re-import my terrain as tiles.

    Bear with me, I'm not sure I understood correctly: So you suggest that as of 3.1 we can combine the directional lightmap with the ambient emissive map, which can be used to bake in texture lighting? Care to explain further?
    Actually, I am fine with a not exact match. I am thinking about preparing both dual and directional lightmaps for my scene (as long as the size of the lightmaps does not get out of hand, which might be quite possible) and give the player the option to select which lighting setup to use...

    If the last bit was directed at me: sadly I am using deferred lighting, so this does not apply in my case. But I am grateful for all performance hints you can give me. I certainly will start to tweak again when 3.1 is ready and my scene and code is more complete...
     
  2. alln2themusic

    alln2themusic

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    Hey Draxy,

    I haven't tested this theory out to see if it reproduces your problem, but it could be something to check. Are you using Deferred lighting or Forward Rendering? Do you have a Directional Light in your scene?

    David
     
  3. tomaszek

    tomaszek

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    Yes, can combine directional lightmaps and RTP3.1 ambient emissive, but I guess you should stick to one of them (mine will be for sure simplier to obtain as terrains don't have tangents so directional lightmaps preparation is awkward - export obj - lightmap - import obj). You should just check what's available. ambient emissive map has light attenuation (AO + shadows) on alpha channel and you can use it by distance. Sync this distance with realtime shadows distance in deferred and things should work.

    A word about new PBL features and deferred. To get most out of this - install Lux open PBL package over RTP3.1 to get high specularity range and better fresnel treatment in deferred (http://forum.unity3d.com/threads/221123-Physically-based-shading-%96-open-source-framework/). We agreed with Lars the same PBL rendering pipeline for RTp3.1 and Lux (only IBL / fresnel is calculated a bit different in RTP3.1).

    Tom
     
  4. Draxy

    Draxy

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    I probably don't have the same issue that other people may have reported, as I was able to fix my scene (get the spotlights to appear on the surface, without the terrain tiles lighting up in square tiles) by unchecking "No forward add" in the LODManager. It looks perfect now, so sorry for wasting your time on this.

    Thanks again for the great shader!
     
  5. tomaszek

    tomaszek

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    Great, thanks for hint. I wasn't aware about this fix for spotlights alone.

    Tom
     
  6. alln2themusic

    alln2themusic

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    Tom,

    If I wanted to change up the WaterFlow Material by changing the rock texture, do I need to change the flow map texture as well? If so, how do I create a new flow map texture? What does the flow map texture do in terms of the shader? Does it tell the water textures where to flow? Or do they tell it how fast to flow? Or both? Thanks for helping me in this learning endeavor.
     
  7. alln2themusic

    alln2themusic

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    Nevermind, I found the flowmap generation text file you put in the TerrainScenes folder. Thank you for that. Definitely useful.
     
  8. Deleted User

    Deleted User

    Guest

    Great product, enjoying re-doing my whole game using this baby. Anyways, for a large open world with many terrains planned, it is best to un-check using Materials is that correct, and that way my performance should be good?
     
  9. tomaszek

    tomaszek

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    For scene with more than 16 tiles it's advisable to not use materials (Unity makes some mysterious camera culling ops that breaks the performance).
    Not using materials:

    Pros: better performance for large number of tiles
    Cons: no optimised version of shader ("-FarOnly") used that is posible with materials (pity as this boosts performance even more)
    we replace Unity built-in terrain shaders (so no access to default terrain shaders, but you still can use material based terrains with any shader you need)

    Tom
     
  10. gian-reto-alig

    gian-reto-alig

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    To the first part:

    I haven't thought about any tangents problem. As the directional lightmap worked quite fine (besides the shaders parallax features not being lit as nicely as with realtime lighting) for the terrain I assumed that simply baking the lightmap in Unity was all that was needed. Sorry if am sounding like a total newbie here, but the whole topic is quite new to me.

    Do you already have a documentation for this upcoming feature? If you say alpha channel, I guess its B+W lighting, not colored lighting that can be baked in there? Or do the color channels contain information about the light colors? I am still not 100% sure I understood you correctly.


    To the second part: here I am 100% sure I did not understand everything, but I guess I am off now to read your link, maybe then I undestand ;)


    Thanks for the Information Tom!

    Gian-Reto
     
  11. tomaszek

    tomaszek

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    global ambient emissie map works like this

    take its RGB color, multiply by diffuse output (standard shader color output) and throw this as emission - this way you can have baked lighting
    take A channel - where it's white - do nothing, where it's black you can atten direct lighting depending on distance (works like baked shadows) + IBL spec/IBL diff (optional).

    So you can think of this new RTP3.1 feature as "custom lightmap".

    Tom
     
  12. tomaszek

    tomaszek

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    RTP3.1 BETA1 available at request for selected users only, (sorry :roll: ). I'd favour experienced RTP3.0 users as they know the package and can help me more testing different setups.
    Anyway if you'd like to apply - drop me RTP invoice at

    tomaszek at stobierski dot pl

    If you did it already - just remind me this (I probably remember you :)).

    This first beta more or less should work fine, but:

    1. we don't have docs for new features
    2. we don't have additional shaders touched (so all geom blend shaders are just like they are in RTP3.0 - I'll work on them to have RTP3.1 new features next week as now I've got another urgent job here... :( ). However I rebuild from sctrach this special triplanar vertex blend shader (for voxel terrains) and this is complete.

    Short list of new features / improvements:

    1. PBL - alpha channel of detail texture is now GLOSS (1-roughness in term of physical shading). We can multiply this, shape and put this output to specularity (spec multiplier). Additional features allow to use fresnel, diffuse scaterring (think "diffuse fresnel"), reflections,(this RTP specific but now much better), and IBL. glossiness can be masked by detail texture color brightness (good when you've got baked AO and lighting on your texture). Metail tint means - colorization of specular color from diffuse color (we don't have separate textures for spec color). new PBL works best in forward. In deferred it works OKish, but we don't have that big dynamic range. To get better shading in deferred - install Lux over RTP - yet another great free toy from Lars (http://forum.unity3d.com/threads/221123-Physically-based-shading-%96-open-source-framework/).

    2. IBL with optional skyshop integration (put spec cubemaps on Sky object and access them on RTP terrains). I'd suggest to use spec IBL only (diffuse IBL - it's better to use complementary lights or new global ambient emissive map feature - as I mentioned in previous posts, you could try to make this map using skyshop's customised "lightmap extended" module which is part of marmo's package).
    In general skyshop is optional to use IBl in RTP, it's advised to use it's cubemap maker (nice tool to convolute hdr files into right mipmapped cubemaps). I encourage to use this legacy RTP reflection feature which I rebuild completely. It's PBL compliant (selecting higher mips for more rough materials and more). I added3-way gradient here - you should be able to emulate skyreflections quite nicely with this. Advantage is - it works faster than IBL cube spec mapping (esp. w/o full world normal/reflection vector reconstruction).

    3. UV blend routing - much better. We can route more independently across layers (with independent tiling). In 8 layers mode we can route from layers 0-7 (not only 0-3). At far distance we can gradualy replace (alpha blend) details with UV blend layer (great tiling killer !). For far distance we can enable option that will use detail normalmap at UV blnd scale (more bump details at mid/far distance).

    4. new heightblending calculations (much more reliable). Optionally we can ask for harder edges (2 levels set in LOD manager)

    5. improved global normalmap (better mixing detail vs global normalmap). Can be applied by distance (botumys request).

    6. fixed / improved lighting functions - complementary lights should react only on directional lights now

    7. improved self-shadowing, fake ao and baked shadow maps treatment (doesn't affect albedo but attenuates light correctly - I hope :) )

    8. deferred - fixed specularity issues (let's hope I haven't introduced new ones with PBL :) )

    9. brand new ReliefTerrainTerrainStandalone shader for voxel terrains. Has %99 features of RTP shader (some of them not much usable though - global textures mapped top planar). Works on any mesh (you don't need to setup vertex colors - it can be done for you from world normal - look at it's defines section). We don't need any mapping. Only mesh+normals and this should work out of box. I put a few mapping scenarios (separate X, Z, +Y, -Y mapping). It's easy to derive your own (code analyse isn't that hard for average experienced shader programmer).

    10. above shader can use geom blend features (you can now decorate your voxel world with nice details, either sticked or not). Of course you can't use it when you modify your world dynamically.

    11. all fog types handling (to be set in LOD manager)

    12. presets - its possible to save them to files (.asset)

    13. per layer layer/saturation + global brighnes/saturation

    14. emissiveness - layers can be emissive (gradually by slider). Emissive layer treat it's glossmap (gloss output - affected by multipliers !) as emissive map. Water can be emissive, too (tested lava - worked fine). Thing to test (I haven't do this bu should work). To animate lava running down the hill after eruption I put height treshold for water the same way like for snow (so water can be present only highlands" for example). Additionaly - make global wetmask the way bottom part of streams are almost dry, while top parts (near crater) is dark (full wet). Animating one slider (global wetness) you should be able to make an animation of lava going gradualy down after eruption. Believe such scenarion will work.

    15. emissive layers can "glow" around (it's flat fake glow but works not that bad). The same for water. optionally you can even ask shader to incorporate a bit of refraction where emissivenes is present (think "hot air refraction" near lava).

    16. cut holes in terrain ! (enable this in LOD manager) to cut hole use global colormap alpha channel (this parallax flattener). I added a script that handle colliders (to let you go thru terrain hole), too. Will make a tutorial, demo for this later. Works surprisingly good. Esp. when you use geom blend at hole edges - cave entrance is 100% seamless.

    17. advanced global colormap blending (LOD manager option). You can use blending basing on layer heightmap (for example to colorize only bottoms while leaving rock tops, and so on).

    18. optional independent detail tiling (based on world coords xz plane). It's necessary when you've got terrain tiles of different size and want to keep detail tiles the same size.

    19. aniso - however it doesn't work in triplanar and in 8 layers mode, this option is quite usable. With just a little bit more of GPU overhead (in PM, while in simple mode it costs nothing) larger flat areas of land looks instantly better now.

    20. Nicer lod manager layout - options sorted out much better (since many new ones appear).

    And hundreds of smaller fixes and improvements I even not report. I bhope you'll just feel it using new RTP3.1

    As I said. I need to stop working on RTP for a week to focus on different job, but I'll try to answer PMs, emails and questions on forum. Any nice screenshots and constructive feedback from RTP3.1 beta users would be greately appreciated. I can't promise I implement anything new (wishlist for RTP3.1 is closed :) ), but potential bugs detection - I count on YOU ! Please test as much options as you can.

    IMPORTANT note - it's first beta. Many new params have been introduced. Many params have been removed (replaced with new ones) and many things behave quite different now.
    Don't install RTP3.1 on your projects that might break (copy your project first or test it on fresh project) !

    ATB, Tom
     
    Last edited: Jan 25, 2014
  13. lazygunn

    lazygunn

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    Excellent news! And couldnt be better times really now I have my terrains generated for now - Will apply this and get some atmospheric in there and im a very happy man
     
  14. botumys

    botumys

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    Hi,

    I'm testing the new version and I can't solve one problem:
    It's a new project and everything is fine in forward rendering but if I use deferred,
    one pass turn black.

    I'm using first pass and add pass.

    edit: I replaced my directional light by a point light and the first 4 textures darken where the point light affect the ground.

    $Sans titre-2.jpg
     

    Attached Files:

    Last edited: Jan 26, 2014
  15. alln2themusic

    alln2themusic

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    Tom,

    I've been having issues with certain splatmap textures going null and then they get replaced by my global normal and perlin normal special texture.

    $wrong_splats.JPG

    I am using RTP with Terrain Composer and I'm finding that once those textures go missing from the terrain game objects, I have a hard time getting back to a stable terrain without having weird texture issues.

    Also, whenever I do a Save Scene, my perlin normal texture on my terrain in my scene view disappears and I have to manually click on the terrain game objects in the inspector to get the perlin normal control map to reappear in the scene view. Have you ever experienced this? I posted this question to Nathanial and Becoming to see if they've experienced any of this while using RTP with Terrain composer. It seems that it starts to occur after I've applied a global normal and colormap into their respective slots in Terrain Composer. Next thing you know I start getting error messages saying a certain splat map is null and has been filled with a control map.

    RTP3.1 looks amazing!! I can't way to play with the emissive materials. I'm gonna make a video and throw it up in the RTP Showcase thread showing my use of RTP with Unistorm and having dynamic weather changing along with your fabulous dynamic snow filling up the scene and then melting away again. It looks fantastic!!

    Thanks for all your help.

    David
     
  16. BES

    BES

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    Feb 26, 2013
    Posts:
    212

    Awesome list of new stuff ...nice to see that you are working on this still..

    This new one with work with the "Planetary Terrain" asset from HenryV? http://forum.unity3d.com/threads/214961-Planetary-Terrain

    Just wondering since I was under the assumption that you were in contact with him(HenryV) ..since a user recently asked you about RTP3 being used on Planetary Terrain.
     
  17. tomaszek

    tomaszek

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    When you don't use materials (when you've got very many terrain tiles setup in TC) shader uses original Unity's detail texture slots to store global normalmap'n' stuff there. It look weird when you look at detail textures in Unity's terrain script inspector, but is nothing to worry about (right textures will be applied in the end). The problem arises when RTP makes textures on the fly (for example combining perlin normal with wet mask and global reflection map). Such texture exists in the scene only and is not represented as texture in the asset folder. Such texture reference is prone to "vanishing" when you save scene.

    1. add 4/8 layers on every terrain tile
    2. add RTP script to terrain tiles (TC can make it automnatically)
    3. if you use water feature on terrain b channel of special combined texture is wetmask so every tile has it's own separate texture. It's important to go to "combined textures/special" and save this texture for every layer (this texture is built and appear when you go to perlin settings). This will make sure your reference won't be lost when saving scene.

    Tom
     
  18. tomaszek

    tomaszek

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    Yes, I gave RTp3.0 for HenryV (so he probably looked a bit into the tissue - ask him), but I haven't time to make the opposite - installing his package and try to make RTP shaders working for this. Yes, we're in contact with HenryV. I'll try to incorporate some, at least basic RTP shading solution for his system.

    Tom
     
  19. Hikiko66

    Hikiko66

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    Hi

    I downloaded this last night and wanted to get it up and running. I played with it for a very short time. I didn't reach the end of the "getting started" before pressing play to take a look at the results. When I got back into editor mode, any changes I made to the tiling size of my textures no longer reflected, the numbers change but the tiling does not. I was able to change the tiling size just fine before I pressed play.

    I will obviously go through the whole process this next time and do everything properly. Is there a way to salvage a terrain when there is a problem like this? I did try a few things, but the tiling sizes continue to have no effect.
    I have regenerated the shader. Refreshed all. Reset the numbers. Reassigned the textures.

    The textures I was using were not all the same size like they are supposed to be, however the sizing worked before I hit play.

    Thanks
     
  20. botumys

    botumys

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    About my problem, I reproduced it in a new project with only RTP 3.1 imported.
    -> new terrain with 8 textures
    -> add RTP script to the terrain
    -> in RTP_LODmanager I switch "on" RTP on terrain first and add pass. and Recompile the shader.
    -> switch rendering path to deferred
     
  21. tomaszek

    tomaszek

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    Thank you. I'll look into this.

    Tom
     
  22. tomaszek

    tomaszek

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    Hi, does it mean you're not able to set terrain tiling after hiting play and back to editor mode ? Maybe the issue is just trivial that Unity stores all scene objects state before entering play mode and restore it after returning to edit mode ? You'll also could see that values go back to their original values but terrain doesn't reflect it. Then you can press "Refresh All" or change inything in inspector when you're back in edit mode. The general rule is that you should adjust parameters in editor mode. Those made in play mode will be lost.

    Tom
     
  23. Hikiko66

    Hikiko66

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    After I get back into editor mode, changing the tile size no longer reflects any changes, although the numbers can be changed, they have no visual effect. I didn't make changes during play mode. I did "apply" changes to the terrain object to propogate to the prefab before hitting play, I'm not sure if that overrides something.

    I will go through the tutorial properly when I get home, I'll do everything correctly, and see if I can reproduce the behaviour.
     
  24. OKC

    OKC

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    Hi Tom,

    I'm having a strange issue; geometry blending was working fine with my terrains until suddenly it wasn't.

    Currently I am able to "Tessellate mesh on ground intersections" and see the cut made in the mesh but when I try to Autoblend and Flatten I see no results. I imported your demo terrain and blending works just fine on it. Even after matching settings on mine with your demo terrain I get no joy.

    Other pertinent info:
    - I am using terrain composer in a 2x2 configuration.
    - RTP is set to two passes (8 total tex)
    - Even when blending was working perfectly on my terrain I received this error when trying to tessellate, autoblend, or flatten (I get this with your terrain as well):

    Undo objects may not be null.
    UnityEditor.Undo:RegisterUndo(Object[], String)
    GeometryVsTerrainBlendEditor:RegisterUndoForMeshes() (at Assets/ReliefPack/Editor/ReliefTerrain/GeometryVsTerrainBlendEditor.cs:871)
    GeometryVsTerrainBlendEditor:OnInspectorGUI() (at Assets/ReliefPack/Editor/ReliefTerrain/GeometryVsTerrainBlendEditor.cs:274)
    UnityEditor.DockArea:OnGUI()

    I would appreciate any insight you could give.
     
    Last edited: Jan 27, 2014
  25. tomaszek

    tomaszek

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    Things to check, after "Tessellation" are you able to manually paint edges ? Flattening works only on blended edges.
    So I'm wondering if autoblend doesn't work or flattening. Maybe there is something thrown on console at some stage ?

    Error messages on console mentioned by you above are caused by Unity4.3 undo system changes. RTP3.1 addresses this issue.

    Tom
     
  26. OKC

    OKC

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    I can manually paint although not continuously. I must click repeatedly to get the texture painted on the mesh. Once it's painted it will still not flatten however.

    I do get a white "!" bubble stating "Shader wants texture coordinates, but the mesh doesn't have them
    UnityEditor.DockArea:OnGUI()" once and only once (after selecting the mesh)

    Sorry I missed that previously, I'm used to only paying attention to red and yellow errors. I do have the correct Terrain in the blended object slot, FYI.
     
    Last edited: Jan 27, 2014
  27. tomaszek

    tomaszek

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    OK, I'll take a look. Maybe something changed in Unity4.3 GUI I'm not aware of. Flattening not working is also bothering me a bit, but you say things still works in Unity4.3 but only on my example scene ?
     
  28. OKC

    OKC

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    Not your scene; just your terrain. I just took your terrain and threw it into my scene and the blending worked just fine (aside from the Undo error of course).
     
  29. makeshiftwings

    makeshiftwings

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    Is there an easy way to take a bunch of textures that have full white alpha and turn the alpha to full black? A lot of terrain textures from the asset store and other places have the default full alpha, which makes them horrifically shiny in RTP. Is there some way to automatically ignore/erase the alpha channel?
     
  30. tomaszek

    tomaszek

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    The problem is rather that by default many textures are just RGB. When importing them they are DXT1 compressed which implies alpha channel sampled in shader gives white alpha. To make a whole bunch of textures at once - I can't help, but you could try derive gloss/spec info from albedo if you don't have it. Use B2M for this (3rd party soft like crazybump also can make this as far as I know). Eventually make alpha from grayscale but this is not much precise and often lead to heavy glossiness, too. If you've got black texture, you can use RTP built-in tool (available in menu Window/Relief Tools) that can combine textures, you could use this black texture for resultant A channel.

    BUT - the whole discussion ends here as we talk about RTP3.0 where alpha channel means specular mask and glossiness is set by layer (for deferred it's problematic for add pass)

    In incoming RTP3.1 alpha channel is even more important gloss mask (roughness mask) as we go PBL shading. You'll be able to cancel specularity completely regardless of detail texture used (even that w/o alpha channel which will mean - full gloss, zero roughness). However - if you want to control glossiness of different parts of detail texture you'll have to carefully author glossmask (A channel of detail texture).

    There is also another drawback I've just realised in regards to RTP3.1 PBL approach. As I use decal:blend (alpha channel used for addpass coverage mix) in deferred for addpass - we CAN NOT control glosiness there. I mean addpass+deferred=no gloss controll, only spcularity masking. That's the way deferred works :( (in RTP3.0 we just live with this controlling spcularity mask). You'll be able to use constant gloss value for everything in addpass. This nasty constraint applies to direct lights (for IBL - this will be controlled w/o problems). I'm thinking about possible workarounds, but for this moment nothing realy nice comes to my mind. I don't want to go back to decal:add addpass mixing because of other problems which are even worse (normals flattening at edges, no crosspass heightblend, and so on).

    I believe that you can accept this when you group diffuse/rough layers on add pass (grass, non specular sand), while using specular one (specular rocks) in first pass where you've got full controll over PBL parameters.

    For media that covers both passes and should use the same specularity (for example snow) you'll use snow glossiness on everything in addpass.

    I now - a little of bad news (direct lighting+deferred=constant glossiness over whole add pass areas), but I must be honest and real about what can be done...

    Also if you can compromise triplanar, which is no necessary in many scenarios - use 8 layers mode in deferred (no addpass then) and you'll have no problems.

    ATB, Tom
     
    Last edited: Jan 27, 2014
  31. botumys

    botumys

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    It's because this drawback I get dark areas in deferred ?
     
  32. GlitchedPolygons

    GlitchedPolygons

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    Great package!
     
  33. makeshiftwings

    makeshiftwings

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    Hmm, I am using Direct Lighting + Deferred, but so far I've been using 8-Layer mode so it sounds like that will work. I do have B2M (still version 1.6 as I haven't got around to buying the upgrade yet) so I'll give that a shot for fixing alpha channels on my diffuse textures. Maybe its batch mode will help.
     
  34. tomaszek

    tomaszek

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    No, your problem seems to be another story, but I haven't tried this yet (on my project where I took code for package from this works). Do you installed RTP3.1 on fresh project in U4.3.3 ?

    Tom
     
  35. Deleted User

    Deleted User

    Guest

    Hi,

    I am trying to use substances with rtp and terrain composer... but it does not work well

    in the rtp manual it says:
    Quick Substances acquisition. Put procedural material on a layer slot and click the button – color,
    normal map and height map will be automatically retrieved and saved on disk (U3 needs Pro for this).
    Your workflow using substances will be a breeze now !


    but even with purchased substances, this doesn´t work "like a breeze" - sometimes the normal map gets blue, sometimes the diffuse map just stays as it was before assigning substance...
    I then can´t drag and drop the right diffuse texture in the slot, but I can apply the right diffuse texture by using the "select" button
    that´s so confusing and inconsistent

    the results of rtp are spectacular, but it seems to me that there is no reliable, clean workflow established yet
     
    Last edited by a moderator: Jan 28, 2014
  36. Deleted User

    Deleted User

    Guest

    As I can´t edit my posts (actually, upon editing, my text disappears), I have to reply to my own post.

    I just found this quotation of yours in the thread:
    Substance sometimes choke there and I really can't tell why it doeas. In RTP3 I'm forcing refreshing Asset Database when you put a substance into its field in RTP inspector or change this there. Then it should grab substance textures right when you click "get textures", but ... not always and I can't tell why . Anyway even this option might be sometimes a bit imperfect it can help speedup workflow because you don't have to export textures from substance by hand (which is also buggy and sometimes didn't work for me !). That's why I'm leaving this even though I know about problems.

    which is quite a contradiction to the quotation from your rtp manual. breeze and so... ;)

    so... if with rtp the substance isn´t working in a reliable way ... and the substance export is buggy... let´s find a reliable workaround then!
     
  37. botumys

    botumys

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    707
    Fresh project but in U4.3.f4

    edit: After some tests, the problem seems to be related to specular. I tested by setting a redish spec (global spec color):

    $specprob.jpg
     
    Last edited: Jan 28, 2014
  38. Deleted User

    Deleted User

    Guest

    my workaround for now: export bitmaps from substance, use as regular maps with rtp

    still substance would (and hopefully will) be the perfect fitting feature for terrain composer + rtp!
     
  39. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
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    That's obviously the problem I described. You put glossines of first pass layer (grass ?) to low value (zero) and this is used along all addpass. Shader only "thinks" proper gloss/specular can be set in addpass for deferred, but actually specular "boom" (innormalised like should be in PBL and put into spec defered offscreen buffer) from first pass populates on addpass. To solve this the only thing you can do now is setting spcularity on addpass to zero to remove this specularity explosion.

    in the end to overcome this I'll do it like this:

    1. I need to normalise specular term in deferred by overriding internal prepass shader (no boom for low gloss in first pass). Can be done easily but means all other specular shaders in deferred will start behave "PBL". I mean setting their "Shininess" (that's how it's classically named in Unity shaders) to low values not only makes specular wider but also darker (energy conservation). Lars'es Lux makes it and introduces visibility term there, too.
    2. We'll set constant "addpass glossiness" parameter. This glossiness will be used for all direct lighting in addpass in deferred. I'll intoduce additional slider per layer for addpass to be able to damp overspecular look, too (w/o affecting IBL specularity calculations). I can also introduce 1 light (preferably directional) solution for this, so addpass will be able to manage direct lighting from this one main light like it should be. Rest of lights will be treated as described (no controll over gloss output, only specular mask can be applied).
    3. For transitional areas (where firstpass decays and addpass arises on controlmaps) we'll have to compromise specular control on firstpass, too. This areas will be fading glossiness written into deferred Gbuffer into this constant gloss for addpass.

    I believe this solution will make things at least controllable. With some proper setup and IBL specularity used you should be able to get quite sensible results either in first (full control) or addpass (reduced control).

    About your previous posts. I still wonder how could this issue be related to your output before (completely black addpass or pointlight making things black). When diffuse color of layer isn't damped (via per layer brightness slider) we should still be able to see diffuse color w/o problems, only specular term is screwed here.

    Tom
     
    Last edited: Jan 28, 2014
  40. tomaszek

    tomaszek

    Joined:
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    You should know that what RTp tries to do (with curvy luck) is what's done when you use Substances "Export Bitmaps" and automatically places acquired textures to right layer texture slots. I don't follow the current Unity / substance situation, but I had many troubles with this. I was able to export it once. Every next attempt I had to ... restart Unity for substances to export bitmaps again (was realy pain). I don't mean to excuse myself pointing out Unity bugs, but sometimes a Unity plugin developer just hit a brickwall... Although I was always able to acquire textures from substances (doing it 2/3 times repeatedly) I had no luck trying to get even faintest clue what could be the reason Substances just resist serving their bitmaps to script...

    With the drag'n'drop problem reassigning diffuse texture on a slot I'll take another look into this.

    Which Unity version do you use ?

    ATB, Tom
     
    Last edited: Jan 28, 2014
  41. Deleted User

    Deleted User

    Guest

    Hi Tom,

    I am using the latest unity pro version

    It´s good to hear, that also experts like you are running into troubles, sorry to say so. But for a Unity-beginner, it´s so many times that you read about things working, while they don´t.
    I just recommend, that you update the rtp manual in terms of substance, because it would help people not trying too hard

    for me, the workaround with bitmaps does the job; but still I hope, that rtp and substance will find their way towards each other, would be such a perfect match!

    thanks, michael
     
  42. Hikiko66

    Hikiko66

    Joined:
    May 5, 2013
    Posts:
    1,302
    Hi

    The parallax related sliders do not have any effect on textures for me, even in the example scene when I move the sliders in edit mode they don't change anything. When I run the scene, and I toggle between simple, classic, pm, pom I see a difference.

    Also, I've tried creating scenes with different texture packs, and I'm getting these warnings when importing Normal and Displacement maps:
    Normal texture 0 (forest03Updated_NRM) has been reimported as readable.
    Normal texture 0 (forest03Updated_NRM) has been reimported as normal map type.
    Height texture 0 (forest03Updated_DISP) has been reimported as readable.
    Height texture 0 (forest03Updated_DISP) has been reimported as linear.
    Height texture 0 (forest03Updated_DISP) has been reimported to have alpha channel.

    What do these mean?

    Thanks
     
    Last edited: Jan 30, 2014
  43. tomaszek

    tomaszek

    Joined:
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    Warnings are more like "infos" that textures import settings you're using have been modified to be usable. You can refer to pdf docs troubleshooting section. I put there a few ideas about why parallax doesn't work. Might be for example global colormap related, but when it doesn't work in the example scene it's something I need to look into. Do you check this on RTP3.0 ? Maybe stupid question (sorry), but have you compiled shader in LOD manager for DX11 (if you're usingDX11 mode) ?

    Tom
     
  44. Hikiko66

    Hikiko66

    Joined:
    May 5, 2013
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    Hi

    I'm not using a colormap. I did try with dx11 checked in both rtp3 and unity, but most of my tests I have not checked dx11 in either rtp3 or unity.

    The slider actually worked very briefly in one of my test scenes. However I don't know what I did differently, it seemed to come out of nowhere, and I have not been able to reproduce it since. I will take a look at the FAQ in the manual.

    Thanks
     
    Last edited: Jan 30, 2014
  45. ryno_coder

    ryno_coder

    Joined:
    Nov 5, 2012
    Posts:
    21
    Hello,

    I'm in the process of creating a large terrain (16x16 tiles) using Terrain Composer. I'm trying to utilize RTPv3 to the best of its ability with this terrain. Can anyone recommend settings to keep in mind in the RTP3 LOD Manager when working with large terrains? Anything would help - layers, use POM or PM etc.

    I only ask because I recently encountered a problem when applying RTP3 to my terrain, it appears some of the shaders on the mountains are missing. I want to fix that problem as well as make an efficient (performance-wise) but decent quality terrain using RTP.

    Any help would be much appreciated.

    Thanks
     
  46. alln2themusic

    alln2themusic

    Joined:
    Feb 3, 2011
    Posts:
    46
    DX11 is required for parallax mapping I believe. Is that correct Tom? Check your settings on all your textures you're using, I found that a lot of my initial issues were that the textures were not set up correctly in Unity. For all normal and heightmap textures, I found it good to go in and make sure they're all set to advanced so you can make sure read/write enabled is checked. Make sure you have the correct compression on the textures as well. I think for heightmaps I've been using Alpha 8. I basically copied the settings straight from the textures in Tom's example scene. There's definitely quite a few settings throughout the package. I think I spent a few days fooling around with all of them before getting a handle on settings and what is pertanent to have for what level shader you are using. Just be patient, the outcome is a superbly textures terrain that runs fantastically. And keep asking questions in here if you do run into more issues. It's a great community and Tom is excellent at getting back to you very quickly!

    David
     
  47. alln2themusic

    alln2themusic

    Joined:
    Feb 3, 2011
    Posts:
    46
    Hey Tom,

    I'm having an issue with being up high on my terrain and the textures at far distance aren't showing up correctly. Could this have something to do with the fact that I don't have a color map assigned? Below is a screenshot.

    $NormalDistance.JPG

    $NormalDistance2.JPG

    You can see the blue normal color in the distance like it's not drawing the textures far enough.
     
    Last edited: Jan 30, 2014
  48. alln2themusic

    alln2themusic

    Joined:
    Feb 3, 2011
    Posts:
    46
    Here's a doozy for anyone trying to use the ultimate fps plugin with RTP. So the Footsteps manager for the FPS plugin looks to Unity's terrain object to find out what textures it's using and then uses that information to play certain sounds depending on what texture you're walking on the terrain, however, because RTP replaces the terrain textures in Unity's terrain texture slots with colormap, normal map, and the special control maps, none of the footstep sounds are coming out correctly. I can easily enough pull the texture data from the Relief Terrain component, however I can't replace the textures at runtime in Unity's terrain textures area or make .

    I'm currently only using 4 textures so that's one pass. Tom, is there anyway to preserve the actually splat textures in the first 4 slots so I can get the footsteps sounds to play correctly? Is there currently a way to figure out what texture you're running on top of using RTP? If there was anyway for RTP tell me what splat texture I'm running over then I could translate that so that the Footsteps Manager script could understand it.

    I've attached the footstep_manager.cs file if anyone needs to see exactly what it's doing as far as getting the splatmap texture data from the terrain data. Any help would be greatly appreciated.

    David

    View attachment $vp_FootstepManager.cs
     
  49. makeshiftwings

    makeshiftwings

    Joined:
    May 28, 2011
    Posts:
    3,350
    I'm using UFPS with RTP and footstep manager works fine for me. Though RTP doesn't replace any of the textures in the terrain texture window for me as you said it did for you. Have you tried just dragging the matching diffuse textures into the terrain texture (not RTP) component into the slots? I think RTP just ignores them. As long as the diffuse textures you put in the terrain window match up with the actual diffuse textures RTP is using, it should work.
     
  50. alln2themusic

    alln2themusic

    Joined:
    Feb 3, 2011
    Posts:
    46
    I figured out what I needed to do to fix this. I didn't have the "Use U4 Materials" checkbox checked in the LOD_Manager. As soon as I checked that (because I'm only using 4 terrain tiles and 4 Layers, my layers became visible again. Hallelujah!!!
     

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