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Relief Terrain Pack (RTP) v3 on AssetStore

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

  1. Deleted User

    Deleted User

    Guest

    thanks, alln2themusic! the special map was missing in the combined textures! now the water flows, and it looks GREAT!

    however, when I apply this map manually to the other terrain tiles, I get seems on the water surface, where two terrain tiles meet. I could go through removing and reapplying RTP, as suggested by Tom, but I want to avoid this step, as removing and reapplying RTP gives me weird results.

    generally speaking, I want to be able to repair things without rebuilding the whole thing (this goes both for TC and RTP)

    I think there should be a button to recalculate combined textures, especially special maps. plus I have to get a better understanding of this feature, I guess.
     
  2. tomaszek

    tomaszek

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    Assign anything (of right size) to perlin normalmap for every of your terrain. Then apply back perlin normalmap to every of your terrain tile. This will recalc special combined texture. Recombineation of special texture is also caused when you paly with wetmask (painting it - will appear as B channel of combined texture) or reflection map (A cahnnel of special combined texture). Then save combined textures (should be different for different terrain tiles because of B channel in combined textures - wetmask). To remove all seams - take care about tiling - perlin normalmaps used for flowing should have tiling that fits equaly on the whole terrain tile (no fractions). Could you give a screenshot with seam present ?

    ATB, Tom
     
  3. Deleted User

    Deleted User

    Guest

    Hi,

    here is a screenshot: http://www.storage.maehring.at/CGpics/RTP_Water_Seam1.jpg

    I followed your instructions step by step, but the position of the seam doesn´t change, while the perlin on the water does change (no matter how I change the tiling - and there´s only two tiling values to change: the perlin tiling and the flow tex tiling.

    I also gave stitch in Terrain Composer a try, didn´t clean it either, then I re-generated splat textures, but the seam still remains.

    I believe, it has to do something with the heightmap, as the water level is the only thing that influences the position of the seam - and water level is dependant on the heightmap (which tiles, its the Rocks_height from Relief textures)
     
  4. Deleted User

    Deleted User

    Guest

    the heightmap in combined heightmaps is wrong - for some reason it looks like the normal map of a different splat material (one that is not wet at all)

    but I don´t know how to correct this issue

    I am using 4 splatmaps, but in the normal maps section of "combined textures", I see only two combined bumpmaps
     
    Last edited by a moderator: Feb 14, 2014
  5. tomaszek

    tomaszek

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    For 4 detail textures (4 splat textures) there will be 2 combined bumpmaps. The texture I'm refering to is only one per terrain tile. W/o water it's shared between terrains. Wih water it's separate as every terrain tile has its own water amsk sotred in special combined texture blue channel.
    I'll try to setup 4 layers, stich terrains and try if aI can make it happen for me - the seam. Then we'll think how to remove this ugliness :).

    Tom
     
  6. alln2themusic

    alln2themusic

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    It's possible that UV Blending might be the culprit here. I had seam problems on my terrain as well and the issue was the combination of both the Perlin Normal and UV Blending causing mismatching patterns between terrain tiles. It was mainly noticable from a distance because you can always set the fade length for the perlin normal to be far away from you so as you walk along the seam at runtime, it should be not visible. I also have the UV Blending only at Distance checked as well. But yeah, try turning the UV Blending completely off for the Layer you're having the seams issue with and see if that gets rid of the seam. Now, that may not be what you want, as I know that having the UV Blending on made the terrain look so much better and I there are things you can do hide the seams (tree's, rocks, grass, etc. all help once you get the level fully designed and laid out). Hope this helps.
     
  7. negativecap

    negativecap

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    Just wanted to report that i baked one of the new global emissive maps with shadows in the alpha as a replacement for unity lightmaps and it works awesome with skyshop IBL spec, very happy with the results for static lighting scenarios. you basically bake a static lightmap from beast (or worldmachine) for the alpha channel, then use lightmapping extended to bake the skyshop sky's color diffuse into another lightmap and combine the two in photoshop, then apply in RTP. Takes a little while, but works like a charm, and frees up a texture slot for global normals when don't use lightmaps is checked. This way you can basically have lightmapped terrain with diffuse color information, shadows and specular reflections based on your sky along with global normals, ansio, triplanar and all the other little perks if you're using addpass, works in 8layer mode with atlases too. Really brings the scene together with the color information from the sky, it's subtle but a real improvement.
     
  8. tomaszek

    tomaszek

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    Makes me unbeliveably curious how this looks like :D. I made the tech but hadn't time to try it in real situation. Maybe you could give some ... enlightening screenshot here... ?

    Kindest Regards, Tom
     
  9. KheltonHeadley

    KheltonHeadley

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    Purchased. Love this so much. Using in my project now, good job!

    Thanks,
    Khelton
     
    Deleted User likes this.
  10. negativecap

    negativecap

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    I think I can get more color info in the map, I had the light intensity cranked when I baked the IBL info from skyshop and it washed out the image, but regardless, here's some screens, you can see the blue of the sky coming through in the cliff faces' reflection values. If I get a chance to redo the colormap I'll update, but it looks a lot better than a traditional lightmap in my opinion and works great with the kind of static sun and baked/realtime combo just like unity lightmaps, but better IMHO. Nice addition! I'm looking forward to beta2, then I can build and crank settings in nvidia inspector and get some 32x SMAA screenshots for ya. Keep in mind, this is all with one directional light. That's pretty cool.

    edit: right click -> open image in new window to see them full size.

    $Unity 2014-02-02 15-14-13-94.jpg $Unity 2014-02-14 21-52-39-36.jpg $Unity 2014-02-14 21-54-11-56.jpg $Unity 2014-02-14 21-56-15-99.jpg
     
    Last edited: Feb 15, 2014
  11. lazygunn

    lazygunn

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    I definitely liked the shading in the top pic, with a lot more details in the scene the RTP emissive texture could add a lot of strong character into a landscape, i've already got a lot of love for the 'reflex' lighting dialed up and in a deep blue, it's like GI for free and a very attractive effect/particular look.

    Having had it look nice on pure detail textures and also on global colormap/normalmap mixes i'm very interested in making a scene with enough content that the blend be navigable (like you'll reach areas in the distance that were previously almost free of detail textures) and it keep the quality consistent between locations - definitely going to be interesting in one of the enormous choices one might have with tools available (RTP can provide you with maps that you can use to create a colourmap in photoshop, nevermind using outside tools like world machine or terrain/world composer)
     
  12. negativecap

    negativecap

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    I took out the grass and trees for the screenshots so people could actually see the terrain. With details it blends perfectly, especially when using skyshop shaders on grass/trees/etc. (BTW Tomasz if you're listening, would love a terraintogeometryblend shader that is skyshop compatible, would make my day!)

    Yeah, the emissive texture works a lot like the reflex lighting, when you see the maps that bake out you'll notice that the color information is just a bit more varied (of course, depending on your sky, mine is pretty bland at the moment, with a sunset scene or something the effect would be much more noticeable) and, obviously, it works in deferred. Though looking at the skyshop bake I think that you could fake n' bake using an AO map and bypass beast entirely with worldmachine for shadowmaps (beast is basically unusable in large world scenarios in my experience if you ever want to use your computer again).

    I've found that worldmachine is absolutely the way to go with a colormap, if you blend different shades of your detail textures based on splatmap coverage to vary the colormap you get a nice result, then you can bake out AO/Cavity/Edge maps if you want and slap those on to really make it shine.

    Here is the colormap for the above scene (which is just a quick tech demo for myself while playing with RTP3.1) if anyone is interested, this is straight out of world machine, b/c I made the scene really quickly and baking AO/Cavity/etc maps is more or less impractical for large multi-tiled terrains (though I may have just thought of a way around that), which is the workflow I'm interested in. Sorry for the large image, but the point is that the more varied your colormap (as long as the variation falls within range for the texture splatted over the top of it) the better. The built in RTP tools are great, but they will never be able to do something like this I think, at least procedurally, without me having to tweak each map in a 64x64 terrain tile 4000km2 scene. With RTP, terrain composer and worldmachine the tech is there to make great looking open worlds in unity, all we're missing is a 64bit editor that won't crash when you add anything beyond the terrain itself.

    $colormap.jpg
     
    Last edited: Feb 15, 2014
  13. tomaszek

    tomaszek

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    That's the thing I need to do in the end before RTP3.1 release - geom blend shaders that use the same PBL / IBL render pipeline as terrain. If you'd like to place some sticked mesh patch or additional rocks/hangovers I'd like they can also receive the same lighting as underlying terrain. Integration terrain vs. geom blend objects will be then 100% convincing.

    Tom

    P.S. Thank you so much sharing screens - for both users and people who don't know RTP yet it's better than 1000 words.
     
  14. tomaszek

    tomaszek

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    This would mean 3 independent ray marching simulations (3xPOM time) for such kind of shader. Technically possible, but will be definitely slow. That's why I'm not going into this at this moment. Would take me time to develop while this solution can not benefit any large group of users/players. Would be better to use DX11 tesellation instead of 3xPOM raymarch.

    Tom
     
  15. knotFF

    knotFF

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    I am getting several errors when importing the asset.
    I am running latest Unity Free Version, on a MacMini (2011), under the latest OSX.
    $RTP.jpg
     
  16. dogzerx2

    dogzerx2

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    Wow.... I want to get this package, I have a little flying hover bike project that I put aside until I can make better terrains for it.

    Btw, does this tool handle automatic tree placement?
     
  17. tomaszek

    tomaszek

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    RTP doesn't handle tress and vegetation. For automatic placement use TerrainComposer. Apart from so many options for terrain management TC can also make setup for mutiterrain tiles with RTP shading applied.

    Tom
     
  18. tomaszek

    tomaszek

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    These are warnings, not errors. Package should work OK, but remember to check opengl target platform when compiling shaders in RTP LOD manager object.

    ArgumentException error - can't tell what's the origination of this (doesn't tell which component causes this).

    Tom
     
  19. EthanC

    EthanC

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    Pressing "Recompile Shaders" doesn't do anything. Meaning, Nothing happens. There is no long loading process like in your videos. Also none of the sliders seem to do anything at all and I have this annoying fog over the terrain that isn't actually fog.
     
  20. tomaszek

    tomaszek

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    Hi,

    Is there any output for console from RTP ? have you installed RTP in its default folder (Assets/Relief Pack) ? Have you altered any of its settings (choosing platforms, features, and so on) before clicking recompile button ? Could you give me screenshot of this fog no-fog look ?

    Tom
     
    Last edited: Feb 16, 2014
  21. Nuitari

    Nuitari

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    Hi,

    How do you get RTP to work with Terrain Composer? I set up splatmaps with filters etc. in TC, generate the splatmaps, then press the "RTP" button, the materials are assigned in RTP and so are the control maps, but I don't see the expected result. I get a terrain completely covered in the first material and the "Source Splats" fields for coverage are empty and inactive. The only way I see the expected splats is if I turn off RTP.

    RTP and TerrainComposer are advertised together everywhere, is there a tutorial somewhere that explains how they work together? Thanks!
     
  22. tomaszek

    tomaszek

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    It's possible that you've got another interfering terrain replacement shader in your project folder (find and remove - it has been discussed many times and is described in my docs). Something like manufactura K4, big environment pack or so. I'm not expert in TC->RTP integration. It's better to ask Nathaniel (TC author). As far as I know this works quite OK. When you setup your terrain properly (you've got splat controlmaps generated) and detail textures are set (the same number as number of terrain layers - either 4 or 8). What <RTP> does isattaching ReliefTerrain.cs script to all terrain tiles and injecting right textures as detail textures in RTP inspector. Optionally TC can also fill-in per-terrain properties like global colormap and global normalmap.

    Tom
     
  23. EthanC

    EthanC

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    I sometimes get "MissingComponentException: There is no 'Renderer' attached to the "Terrain1" game object, but a script is trying to access it." in the console.

    Yes we moved it from the place it normally downloaded to just because it's an asset store pack so we moved it to the asset store folder in our repo. Is this not something RTP can handle?

    Here is a screenshot of the "fog" that is taking place. All fog and effects/lighting are currently turned off completely.

    (EDIT: For some reason the forums here aren't displaying the attachment i've made)

    $Unity 2014-02-17 19-45-12-23.jpg
     
  24. Nuitari

    Nuitari

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    Thanks for the info. No I have no other shaders. I have 4 splat textures, splatmaps generated, and everything set up as you say, but I must be doing something wrong. The terrain tiles have the right textures in Relief Terrain Script, and also a Splatmap (control map) each, but I only see one material over the whole terrain:

    $RTP_nosplats.png

    Left is the scene, center you can see the splatmap and textures that TC assigned, and on the right is TC. The scene has 5x3 terrain tiles. No global colormap or normalmap. What could be the problem?
     
  25. Deleted User

    Deleted User

    Guest


    Hi Tom,

    did you find the time to check my test scene on your DX11 laptop concerning the flickering issue?

    Thanks!

    Sean
     
  26. tomaszek

    tomaszek

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    Hi, unfortunately RTP need to be installed in its original location. LOD manager recompiles shaders and is looking for them in certain location (Assets/Relief Pack/...). You could eventually find these paths in my code (via monodevelop find in files - *.cs mask) and change them after RTP3.0 installation.

    Your error looks weird like RTP made an assumption it's attached to mesh not terrain ? If you attach RTP script (ReliefTerrain.cs) to gameobject with terrain component - render scenario for terrain should be used. If you attach ReliefTerrain.cs script to gameobject with mesh renderer - RTP assumes you'd like to use its shaders on mesh, so the question is what was exactly the operation order to get this error ?
    RTP3.0 renders exponential fog - always - but in case fog is sdisabled in render settings I use zero density for calculations. If RTP script can not inject shader parameters to terrain as global, terrain material or mesh material you'd probably get fog visible. Anyway - fog in RTP is handled inside shader code while relying on Unity patching-shader--to-use-fog method was giving abstract results in case of my complex shader...

    In incoming RTP3.1 you'll be able to use any kind of fog (not only exponential) or disable fog completely.

    ATB, Tom
     
    Last edited: Feb 18, 2014
  27. tomaszek

    tomaszek

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    Yes, looked at your project, but couldn't get your artifacts with your setup used (DX11, forward, MSAA, 4 layers). Hard to tell. Maybe wait a moment till beta2. I tweaked DX11 version a lot to fix other problems, so - maybe your problems will also be gone soon.

    Tom
     
  28. tomaszek

    tomaszek

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    Splat textures in TC looks fine, but have you checked/visited RTP Layers tab to check ? Show me your LOD manager setup - which features do you use. Maybe it would be best to make short screenshare session over skype to make this working. My id is tstobierski

    Tom
     
  29. Deleted User

    Deleted User

    Guest

    Hm ok. Thanks, Tom.

    Could you please make a screenshot of my little test scene with the same texture that I used in my last screenshot? I need to see in your scene if I can make out any of the artefacts that I had to face. I just want to make sure that my artefacts are indeed indicative of a bug/problem in RTP and that they are not an inherent limitation of RTP that you considered perfectly normal while testing my scene and thus didn't report.

    Thanks,
    Sean
     
  30. Nuitari

    Nuitari

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    Hi Tom,

    thank you, I believe I found the problem: checking "Massive terrain mode" automatically sets "No detail colors at far distance", and unchecking MTM again does not turn detail colors back on again, so that's why I couldn't see any splats.

    Is it correct to assume that splats never work in massive terrain mode?
     
  31. tomaszek

    tomaszek

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    MTM is meant to be just a RTP shader with only basic set of features that will render very fast. Splat textures works in this mode, but at far distance they're not (to get best performance available). At close distance you should see them. However, depending on MTM setup in LOD manager you'll need to build grayscale combined texture before you can actually see them at close distance (refer to my pdf docs for more info).

    Anyway - MTM is rather meant to work good for very massive terrain setups like flight simulators where users observe terrain from certain distance. If you'd like to get best look at close distane - don't use MTM, but maybe regular mode with simple shading level (RTP shading level set to SIMPLE) if you care much about performance on slow machines.

    Tom
     
  32. Nuitari

    Nuitari

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    Hi Tom,

    thanks a lot for the tips!

    I have one more issue, not sure if it is caused by RTP or Terrain Composer or Unity:
    I set up 4 textures in Terrain (Script) and then in Relief Terrain (Script) via TerrainComposer. Then I add a global colormap via TC, which replaces the first texture in Terrain (Script). Everything is good, I can run the program and nothing changes.

    Then I save my scene with Ctrl-S. Suddenly this happens:

    $rtp_splatnull.png

    The fourth texture in Terrain (Script) is replaced by what looks like the Perlin texture. My console throws an error "Terrain Splat 3 is null".
    And even if I manually replace that texture again with the previous texture, it reverts to the Perlin texture.

    I have Unity 4.2.2, RTPv3, TC 1.340
     
  33. tomaszek

    tomaszek

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    This has been discussed many times before. Refer to my pdf docs. Your 1st and 4th splat detail textures in Unity terrain script inspector view looks weird, but this is how things works when you don't use materials (for better performance on multiterrain setup). Detail textures are properly handled - look at RTP layers tab. You can still paint them by hand via Unity engine, only their thumbnails looks incorrect.

    Splat null is always the same problem - after setup when perlin normal texture is ready and injected on 4th splat slot you need to save special combined texture (RTP/Combined textures/special) to disk. Then you won't get missing reference messages after saving ecene and loading it back.

    Tom
     
  34. Nuitari

    Nuitari

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    Thanks, maybe this should be mentioned in the troubleshooting part of your documentation.
     
  35. tomaszek

    tomaszek

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    +1 :). I hope I won't forget in the docs update...
     
  36. laurent-clave

    laurent-clave

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    Hello and thank you for this great plugin.
    I find it hard to do something good

    I have two or three islands on which the player can walk this

    Result on world Machine:

    $24764047wm.jpg

    Configuration on wm:
    $588971wmconfig.jpg

    WM file

    I think the result is not well

    I imported the height map and the color map, but I do not know how many export splat map in black and white in world machine for layers of texture in RTP.
    My example in unity:
    $162094unityimport.jpg
    Someone can show me an example?
    It would be very nice: D
     
  37. Asguardviking

    Asguardviking

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    Hey there!

    I am intrested in buying RTP but i was wondering if i buy it will i get update 3.1 for free? and how many updates will i get after purchase?

    Thanks!
     
  38. tomaszek

    tomaszek

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    I don't plan to charge for updates in the near future.

    Tom

    P.S. RTP3.1 will be priced higher
     
  39. tomaszek

    tomaszek

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    Maybe analysing my example scene WM file attached in the RTP package would give you some idea ? Anyway - WM can export control maps as well as b&w masks that can be used directly in RTP for calculating coverage. Global colormap is the hardest aprt, but you can work on this not only in WM, but also in photoshop where you can use many WM outputs like flowmap or cavity map.

    Tom
     
  40. laurent-clave

    laurent-clave

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    Hi Tomaszek !
    Thank you for your answer ;)

    Ok I'll try to export the flowmap and cavity map from wm
     
  41. botumys

    botumys

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  42. laurent-clave

    laurent-clave

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    Salut botumys - Merci beaucoup !
    this will help me a lot!
     
  43. grimreaperpt

    grimreaperpt

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    Hello! I can't seem to change the texture size individually! Help anybody?
     
  44. laurent-clave

    laurent-clave

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    Hi grimreaperpt, same question for me ? Where we change the scale of the texture?
    RTP is really great, I'm beginning to understand - I could not do without: D

    I have artifacts when I walk :
    $527391print2.jpg

    for create Slopes texture, I used this macro

    $290019print3.jpg
     
  45. laurent-clave

    laurent-clave

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    I found the scale for textures in the Main Settings.
    For the clipping, I changed the values ​​of "Near Distance Values" but I still have this problem: (
     
  46. SOULSSAGA

    SOULSSAGA

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    HI ! TOMAZEK !

    I would like to have acess to latest Beta of your Extension If its possible please. Mail is SoulsSaga@Gmail.com

    And my Deepest Congratulations for Nailing Up my Request of IBL lightning From long ago . http://goo.gl/d84YuV


    PS: Thread cleaned from too much talks back there, And cuted down to the essencial Productive parts.


    BEST REGARDS


    SOULS
     
  47. Unityaware

    Unityaware

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    Thanks Tomaszek, I just downloaded your excellent looking tool. It could be due to the fact that I am new to Unity, but I followed your instructions on your video and I can't for the life of me achieve the painted effect shown there, though it looks so easy. I am not using height maps as I skulpted the whole terrain in Unity. Without having to read the whole 79 page PDF doc, would it be possible to write down a short and simple 1 step, 2 step, 3 step ... etc guide of how to creat a brush to paint the 3d textured effect? Thank you so much.

    (By the way my username stands for "absolute idiot" to give you an idea of what you are dealing with here)
     
    Last edited: Feb 22, 2014
  48. laurent-clave

    laurent-clave

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    My current result:
    $491195print4.jpg

    $257175print5.jpg

    World Machine Set:
    $599419print6.jpg

    Is it possible to generate plants?
    In Far Cry 3, the grass is everywhere on green texture
    $Far-Cry-3_Zoom-Screen-6_09102012.jpg

    Also, What fog I can use?

    Thank ;)
     
  49. tomaszek

    tomaszek

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    Please provide me with a screenshot that is as focused (zoomed in) as possible to tell me what kind of artifacts you're refering to. RTP3.0 got sometimes issues due to heightblend problems (looks like visible line moving ahead the camera as it moves). I'd like to know if you're refering to the issue I'm aware of (and hopefuly already resolved) or some other artifacts I'm not aware of.

    Tom
     
  50. tomaszek

    tomaszek

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    It should not take that long to release RTP3.1. Thank you for the attention and enthusiasm about new feaures. At this moment I've got help at 3.1 beta from the side of experienced RTP3.0 users which seems to be enough. Moreover - knowing your extraordinary "sense of missing features" in any kind of software (don't take me wrong - that's not bad itself - being that dedicated to get excelent results like you are) it would be opening Pandora's box ... so - sorry. Wait a bit for official release.

    Kindst Regards, Tom