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Relief Terrain Pack (RTP) v3 on AssetStore

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

  1. netvortex_dc

    netvortex_dc

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    Hey Tom! Looks like U5 Beta 22 breaks something with RTP. I had a super nice scene on B14 but when updating to B22 it looks like RTP isn't even present in the scene. Would be nice if you could have a look at it. I upgraded to B22 because of a lot of SpeedTree fixes they implemented, so i assume more people would like to migrate to B22. Thanks!

    Everyone else, be carefull when upgrading to Beta 22, might break your RTP installation/settings.
     
  2. Pryzmeister

    Pryzmeister

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    I have the same problem - i updated to beta 21 and my terrain has turned black. I needed to upgrade because the last version would not compile with terrain composer. Rather depressing since it was a whole weeks work, i hope there is a fix soon.
     
  3. netvortex_dc

    netvortex_dc

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    Don't make changes to your project, best is to backup all your current settings. It looks like RTP looses reference to terrain somewhere, when i enable/disable "Use U4 Materials" i get the terrain back in the editor, however, on the first save the terrain turns black again.

    I noticed in the terrain there is a new option now to choose a shader for the terrain, just odd there isnt any error popping up. Just turns black.
     
  4. ThunderTruck

    ThunderTruck

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    Works fine for me in beta21 and beta22, looks at the previous post for the fix... Or waits the update of Tom already submitted
     
  5. netvortex_dc

    netvortex_dc

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    Thanks! Too bad, my setup was always not to use materials since it was much faster... Glad i just missed going back on this thread, can continue to work.
     
    Last edited: Feb 3, 2015
  6. Pryzmeister

    Pryzmeister

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    This fixed it in the editor, unfortunately if i do a build or look at the scene in the game window, RTP does not work/is not visible- i just see the standard Unity terrain.
     
  7. netvortex_dc

    netvortex_dc

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    Solution is on Page 48! Make those adjustments in the ReliefTerrain Script! Got it working here, but you have to enable "Use Unity Materials" in the LOD Manager! Good luck
     
  8. gian-reto-alig

    gian-reto-alig

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    True... then a very simple setup would be enough. Personally I always went wild with mixing additional details into different areas of the terrain, which makes the setup much more complicated.

    Well, actually the Terrain Toolkit for Unity, which was the Result of a Google Summer of Code in 2010 or 2011, actually did also a quite usable job on eroding your heightmap. It was rather slow at the time as the Unity editor was not yet multithreaded, and I have not the slightest if you can still download it from somewhere or if it is working with Unity 4 and 5... but back in the days it was quite awesome for something that was free.

    As to Terrain Composer... after watching the introductory vids, I am pretty impressed what it does (quite speedy terrain generation actually), but it seems to be more meant for controlled randomized terrain generation than calculating realistic erosion.
    Maybe, with some tweaking you would get better results from it... still, combine it with WM, and you will reach "the next level" of realism.

    Just for the sake of completness: There are other tools like WM.
    - Terragen is, if you believe the internet, even better if comes to realistic erosion (WM can look a little bit artificial if you are not careful with tweaking the results), but really, if the WM Interface is somewhat weird, the Terragen UI is on a whole different level of weirdness. In WM, at least it is kinda intuitive once you understand what all the knobs do. Tried terragen, came back to WM and never looked back.
    - L3DT... one of these tools that look really like from the 90's, but seem to hide quite some functionality under the hood. Never tried it, but some people did recommend it.

    Also, if money is a problem:
    http://alternativeto.net/software/world-machine/?license=free
     
  9. gian-reto-alig

    gian-reto-alig

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    Hey Tom, thanks for the answer...

    Sadly I am not so much a 3D Wiz, so could you go into more detail about what is needed?

    If you say UV Coordinates need to be 0..1 X 0..1 does that mean unwrap the mesh so it kinda fills the whole UV space? That might actually be the problem, I need to go back and check how I did it back then... I kinda shortcut this part, only read about it in your PDF later.

    About normals, tangents.... I guess I shouldn't mess with the normals as they point the right way up at the moment... could the tangents be wrong?
    How would that work to change tangents and normals of the inner tunnel while leaving the outer part intact... wouldn't that lead to some kind of seam?

    Somehow the separate setup sounds simpler now... could you find out why exactly the mesh was somehow linked to the terrain when both had the engine script attached, without sharing the same parent?
     
  10. Therian13

    Therian13

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    Tom,


    Original
    I updated to the new version today, and it caused all my terrain to become flat. or rather, the texture shows as flat while the actual mesh is still there. I tried creating a new terrain as well, but it didn't seem to do anything.
    Would you know what is causing this?


    Update: I think I found what is causing it, in the terrain settings, it has a material attached, so once I put it as none, it fixes it, but as soon as I click anything, it resets back to flat and attaches the material back on..
     
  11. Therian13

    Therian13

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    Tom.
    I can no longer change the tile size either. if I go to the Relief Terrain Script, then go to Settings->Main->Tile Size [x]m it doesn't do anything anymore when I tell it to change. 0_o
     
  12. tomaszek

    tomaszek

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    Seems like since Unity 5 beta 21 it doesn't matter we use materials or not, and while materials are more elegant and troubleless solution I made then turned on always in Unity5. RTP3.2b waits for AssetStore approval.

    Tom

    EDIT: I see RTP3.2 is already there.
     
    Last edited: Feb 3, 2015
  13. tomaszek

    tomaszek

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    RTP3.2b comes precompiled to use materials. It's expected behaviour RTP assigns material there. If you had previous version installed, after updating you need to go to the LOD manager and recompile shaders first. Then go to your terrain and refresh it.

    If tiling went nutz (sometimes it gets NaNs in tiling offset in case tile size is set to 0). So - first set tile size back to a value, then set 0 in tile offset and refresh - should work. Another issue I've just noticed - setting tiling is "delayed" by one step - setting a vlue will have effect as soon as you change any other setting. Or you just set tiling then use refresh button below.

    Tom
     
  14. tomaszek

    tomaszek

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    Checked. If you put your tunnel into empty game object you'll be able to make it independent from terrain you copied the RTP component from. It might be considered a bug because RTP and mesh and RTP on terrain are not supposed to share global settings object. Putting tunnel into different anchor helps, but if for some reason you can't do it, find this line in ReliefTerrain.cs:

    Code (csharp):
    1.  
    2. if (script_objs[p].globalSettingsHolder!=globalSettingsHolder) {
    3.  
    and replace with:

    Code (csharp):
    1.  
    2. if (script_objs[p].globalSettingsHolder!=globalSettingsHolder && script_objs[p].GetComponent(typeof(Terrain))!=null) {
    3.  
    then following below steps will make it:

    1. setup your terrain
    2. add tunnel
    3. copy rtp component from terrain (it's a hack because RTP on mesh works in defferent mode, but fortunately somehow it just ... works :) )
    4. paste as new component on tunnel

    you still need to remember about 2 things:

    1. number of layers on terrain and mesh should be the same or rendering might be broken
    2. if you'd like tunnel use the same value for global maps that might be shared between terrain and mesh (like global colormap) mesh should be uv mapped like terrain - in 3d modelling software it's "planar mapping" (google for this on your modelling software). In this case it's "top planar" - we project uvs on world XZ axes with bounds of the terrain we'd like to blend.

    Tom
     
  15. CaptainMurphy

    CaptainMurphy

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    I upgraded through b21 and now to b22 without modifying the RTP settings (figured a patch would fix it eventually) but todays 3.2 update didn't seem to correct the terrain. I am still seeing the built in terrain instead of RTP. I have tried changing settings in both the LOD and terrain sections, rebuilt the shaders multiple times, etc but cannot seem to get it to come back to working. Is there a procedure to snap it back to working?
     
  16. netvortex_dc

    netvortex_dc

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    On Page 48, make those changes to ReliefTerrain.cs - then enable Unity Materials in the LoD Manager and recompile/refresh terrains. Works fine for me on B22.
     
  17. CaptainMurphy

    CaptainMurphy

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    Those changes already appear to be in the latest build. Also, the latest build doesn't have the Unity Materials checkbox anymore, so there is no way to change that setting.

     
  18. tomaszek

    tomaszek

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    Yes, I skip materials in Unity5. So - after importing new RTp3.2b go to LOD manager (if it's in your scene), recompile shaders and go back to RTP - Refresh All. Should work and all your terrains should have material attached in Unity's terrain settings (with shader type "custom" set in beta21). You could try to save preset in RTP/Settings. Then reinstall RTP from scratch. At least example scenes of RTP should work, then try to restore your terrain using saved preset. Default terrain look seems to be terrain actually don't use RTP shaders for some reason (fallback used - uncommon platform ?).

    I haven't tested RTP with beta22 though. (tested up to beta21).

    Tom
     
  19. Licarell

    Licarell

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    Check it out... works with RTP...

    Erosion Brush - a tool to paint terrain with noise and erosion
     
  20. hay78

    hay78

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    Hi Tom

    I've noticed that my scene file is really big (120 mb) when using RTP. My terrains are using meshes and they are splitted into smaller pieces for culling purpose. There are probably 20-30 meshes. When i dragged new meshes in without RTP script attached, the scene file is small (5 mb).
     
  21. Therian13

    Therian13

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    Thank you Tom.
    I got them fixed. Thank you. :)
     
  22. tomaszek

    tomaszek

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    RTP stores a lot of textures that are used in editor, but don't worry. If all your terrain objects share the same settings (no grouping) simply save all your textures in the end in RTP. Only global textures like global colormap, global normalmap, etc are terrain tile specific so the more terrain tiles, the more textures in your build. Large scene size is not harmful itself.

    Tom
     
  23. TFG2

    TFG2

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    Hello Tom and fellow users of RTP,

    I have been receiving this error recently while publishing a build:


    Invalid lightMode: Deferred
    UnityEditor.HostView:OnGUI()


    At the time of publishing that build the rendering path was not Deferred.
    I tried changing it using Player settings, but it did not work.

    a google search found me this result.

    any suggestion?
     
  24. tomaszek

    tomaszek

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    RTP3.2b fixes this. It's inside cutout shader (search "cutout" or "cutoutbase" in ReliefPack contents in your project - then find inside this shader Pass with lightmode=deferred and commend this all pass out). deferred lightmode is Unity5 mode only. It throws error in console editor for U4 but I didn't know it causes build to be broken, too.

    Tom

    P.S. (your link doesn't have any real solution as well as "Mr_Je_Sais_Tout" actually doesn't know that much as his nick says :) )
     
    TFG2 likes this.
  25. TFG2

    TFG2

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    Hello Tom,

    Commenting the code fixed it.

    thank you
     
    Last edited: Feb 5, 2015
  26. protopop

    protopop

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    I have RTP and Terrain Composer and 8 terrain textures with a tile size of 16x16 set on the terrain and in terrain Composer.

    When I click PLAY my terrain tile sizes all switch to 1x1 resulting in a very fine tile on the terrain. (they stay 16x16 in the Terrain Composer window though)

    If i change the tile size back to 16 during a pause all the tiles reset to 16x16 but as soon as i refocus in the game window they switch back to 1x1.

    If I delete RTP the the tile size stays 16x16 on Play.

    If anyone has any ideas i'd be grateful.
     
    chuckyluv869 likes this.
  27. Deleted User

    Deleted User

    Guest

    any idea why this line appears on blended objects?



     
  28. tomaszek

    tomaszek

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    In RTP 3.2 I'm taking world position on x/z plane for tiling. That's the difference in case you use TC where tiling is supposed to be in relation to terrain object size. I'm not sure if currently we can "ask" TC to not interfere with tile size (simply let RTP inspector will be resposible for this). Tile size in RTP you can set in Settings/Main. There you can set 16mx16m (world units exactly).

    I'll ask Nathaniel about it. Maybe he's not aware RTP3.2 computes tiling different way.

    Tom
     
  29. tomaszek

    tomaszek

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    I believe I fixed this already in RTP3.2. It had something to do with diffuse scattering (fresnel calculations). Can you check this (settng diffuse scattering to zero everytwhere ?).

    Tom
     
  30. Deleted User

    Deleted User

    Guest

    Thanks! Setting diffuse scattering to zero fixed it. Is there a fix for this? I'm using RTP 3.2

    //edit

    if the snow setting is active, the problem still exists.
     
    Last edited by a moderator: Feb 5, 2015
  31. kebrus

    kebrus

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    Is caustics broken in the latest version with the latest 5 beta? because i can't for the life of me turn it on, does not show in the examples either and no matter what i do it's never on
     
  32. twobob

    twobob

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    is it in the wrong place?

    I seem to recall some weird placement issue with something. might have been them. check the transform numbers are sane
     
  33. protopop

    protopop

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    EDIT: Im going to go through my project assets - the info below is pretty complicated and i will check first if there is an asset conflicting with RTP


    ----------



    Thanks Tom, i think it's my setup. I've been trying to use RTP for a few years because it looks so wonderful, and each time i get the same two issues - blurry textures and tiny tiling. I'm going to try and sit own and figure it out once and for all:)

    I made an basic scene with just RTP and TC and I see what you mean about the tiling. In the fresh scene I can change the Tile size in RTP in the Settings > Main panel like you said and the texture on the terrain changes accordingly. I think RTP sets the terrains actual texture sizes to 1x1 correct? and then you can adjust these using the Settings > Main tile size.

    But In my actual scene (not the basic test one) changing the tile size here does nothing. Thats what was confusing me because I was changing size and i was always seeing this tiny tiling. Whether I put 3 or 300 i get the same tiny tiling on the terrain. So something must be interfering outside of RTP and Terrain composer since it works in the basic scene.

    I get these errors when i change the tile size:

    Invalid texture format: 32
    UnityEngine.Texture2D:GetPixels(Int32, Int32, Int32, Int32, Int32)
    ReliefTerrainEditor:prepareAtlases(Int32) (at Assets/ReliefPack/Editor/ReliefTerrain/ReliefTerrainEditor.cs:4673)
    ReliefTerrainEditor:OnInspectorGUI() (at Assets/ReliefPack/Editor/ReliefTerrain/ReliefTerrainEditor.cs:270)

    Detail tex 0 size=512 while detail tex 4 size=128
    UnityEngine.Debug:LogError(Object)
    ReliefTerrainEditor:prepareAtlases(Int32) (at Assets/ReliefPack/Editor/ReliefTerrain/ReliefTerrainEditor.cs:4684)
    ReliefTerrainEditor:OnInspectorGUI() (at Assets/ReliefPack/Editor/ReliefTerrain/ReliefTerrainEditor.cs:270)

    So i changed all 8 splat textures to be the same default grass texture that comes with Unity and worked in the basic project and these errors go away, but the tiny tiling remains.

    Finally i deleted everything in the scene except the terrain and the RTP_LOD manager. But the tiling still remains tiny and I get this error:

    Invalid texture format: 32
    UnityEngine.Texture2D:GetPixels(Int32, Int32, Int32, Int32, Int32)
    ReliefTerrainEditor:prepareAtlases(Int32) (at Assets/ReliefPack/Editor/ReliefTerrain/ReliefTerrainEditor.cs:4673)
    ReliefTerrainEditor:OnInspectorGUI() (at Assets/ReliefPack/Editor/ReliefTerrain/ReliefTerrainEditor.cs:671)
    UnityEditor.DockArea:OnGUI()

    If anyone has any ideas it might help point me in the right direction. Maybe i am not picking correct checkmarks in the LOD manager?
     
    Last edited: Feb 5, 2015
  34. kebrus

    kebrus

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    Ok I've managed to use the caustic effect with the bonus shader by forcing the texture on the material but i can't still use it on the terrain, the material doesn't even have it and i'm sure it's all turned on
     
  35. protopop

    protopop

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    I spent a few hours but coudlnt figure out the tling issue, so maybe soemone might have an idea about the second problem ive been having.

    When i zoom out from the terrain the tiling dissapears and im left with one large blurry texture. Without RTP when i zoom out i see a more detailed map.

    This has happened for a few years whenever i add a triplanar shader (like ATS). Removing the shader has always fixed the problem so i just never used advanced terrain shaders. But if i can fix this maybe its related to my tiling issue.



    I saw this mentioned on the thread earlier and the guy fixed it by setting hos compilation platform to PC (he was on windows). Ive set mine to Mac and Mobile but it doesnt remove the blurriness for me. (im on mac)

    Im really stumped. But since a fresh install of RTP and Terrain Composer seems to work, i may resort to rebuilding piece by piece the whole project because RTP looks really cool. But if i can avoid that and figure it out that would save a lot of time.
     
    luxon3d likes this.
  36. gian-reto-alig

    gian-reto-alig

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    Hi Tom

    Got it work with the way you described it (which was pretty much what I did before, minus the script fix)...
    Actually RTP acted up like before at first, but as soon as I hit the play button (to see if the shader also looks weird in play mode), everything started to look normal.

    I guess that can be attributed to the fact this is a hack as you said ... but I am not complaining as long as it works :)

    Thanks for the help, I will post a pic as soon as the tunnel is finished. One more reason why RTP is "the shizzle", to quote a well known american gentleman ;)


    Gian-Reto

    EDIT: seems like RTP now always starts to act up in edit mode, as soon as the project is saved or focus shifts to a different window and back... oh well, as long as it is fine in play mode its not much of a problem.

    What I mean with acting up (just FYI): the tiling size looks off, terrain tile size is much too large like originally described. Seems to be limited to edit mode only.
     
    Last edited: Feb 6, 2015
  37. tomaszek

    tomaszek

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    Are you sure you turned it on for both passes (in case both are used) ? I'm just testing this again on example scene (latest RTP / U5 beta21) and it works. imported RTP, enabled caustics for first and add pass (initial setup is 4+4 on the example scene) and it works - caustics are visible (in close distance). When recompiled shaders for 8 layers mode it works too.

    Could you give me exact setup used ? Caustics are visible only in certain world Y range (set it in RTP/Settings/Water&Caustics - Water level parameter). Attach right caustics texture, too. When you're in linear lighting mode - attach linear caustics texture from package (there are 2 textures included).

    Tom
     
    Last edited: Feb 7, 2015
  38. tomaszek

    tomaszek

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    EDIT:

    Find this:

    Code (csharp):
    1.  
    2. diffFresnel = (diffFresnel>0.999) ? ((1-diffFresnel)/0.999) : (diffFresnel/0.999);
    3.  
    in RTP_Base.cginc (2 places) and RTP_AddBase.cginc (one place) and remove/comment out. This piece of code is useless (for geom blend especially).

    ATB, Tom

    P.S. Reimport ReliefTerrainGeometryBlendBase.shader after saving changes to "Base" files.
     
    Last edited: Feb 7, 2015
    Deleted User likes this.
  39. mattcscz

    mattcscz

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    Hi, loving the pack so far, but It doesn't seem possible to change the size of individual textures, for example if I wanted to paint some large rocks for cliffs sides, it seems like I can only change the scale in Settings > main > tile size which changes the whole terrain :(
     
  40. tomaszek

    tomaszek

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    That's true, but the reason we use small tiles is that we have fine detail on close distance. The drawback is on far distance we have tiling patterns, but UV blend / replace feature + perlin noise can hide it very efficient way. Modify UV blend parameters per rock layer and you'll realise that actually we CAN have different tiling we looking at rocks from distance.

    Tom
     
  41. tomaszek

    tomaszek

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    About texture sizes and what RTp actually does. Preparing atlases (necessary for 8 layers mode) requires each detail texture is of the same size. So:

    1. unselect RTP
    2. go thru each of your layer detail color texture and make sure it's of the same size
    3. then you can go back to RTP/combined textures/atlasing and use prepare atlases button

    The sameproblem is in RTP when it needs to combine normal textures (in pairs) or height textures (in quads). So:

    1. go thru all normal textures and make sure all of them are of the same size
    2. go back to RTP and click refresh under normal texture under normalmap on every layer

    The same for height detail textures - thay need to be of the same size.

    Tom
     
    protopop likes this.
  42. tomaszek

    tomaszek

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    When you get "blurried" texture at far distance this means basemap shader is used there. Again:

    1. recompile RTP in LOD manager to use materials (seems to not have bad impact on performance since Unity5 beta21)
    2. refresh all button on RTP
    3. if you're in 8 layers mode in Unity5 basemap distance will be set to zero by RTP, otherwise it should be set to the value of RTP's close distance

    I asked Nathaniel so TC doesn't affect tiling nor basemap distances when RTP is installed. I believe he will introduce this in next TC updates. If you still got problems I think I could explain it quicker via skype. Contact me via forum PM then.

    Tom
     
    protopop likes this.
  43. tomaszek

    tomaszek

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    Saving, switching to make things work. In RTP3.2 I put material props to overcome "black terrain" refreshing issue, but still (esp. in Unity5) I have small glitch (can't resolve because I don't understand why it doesn't work). Which means sometimes we need to save project and (re)focus on RTP terrain object to get things refreshed on close distance. But generally - working comfort is better now.

    Tom
     
    Last edited: Feb 7, 2015
  44. Frogger007

    Frogger007

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    When i use RTP V3 and texture the terrain with it.

    How can i then detect the used texture under the player ?
    Player is a fps controller.
     
  45. webik150

    webik150

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    Mar 23, 2013
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    Hey, I've got a problem. I'm not really sure what I should check in the LOD manager, but it seems that whenever I check Tesselation/phong, my terrain becomes invisible. Even after refreshing it. Also when I check full shadow pass, the terrain becomes black, and when the camera gets close it turns purple.

    Any ideas on how to fix this?

    P.S: Also, when I manually set the LOD to classic, the terrain works normally
     
  46. tomaszek

    tomaszek

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    Sample control textures then. If you'd like to take into account height blending you need to look at my shader (RTP_Base.cginc) where I calculate splat_control1 variable. It depends on how many layers are used (4 or 8) but generally it's rather simply doable.

    Tom
     
  47. tomaszek

    tomaszek

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    To use tessellation first you need to sample your terrain to get height&normal texture. After turning on tessellation you need to use this texture in RTP/global maps/tessellation section. It's shown on the video at my yt channel. What's your exact LOD manager setup to get pink (not compiled) terrain surface ? Do you use latest RTP3.2b update ?

    Tom
     
  48. hay78

    hay78

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    Hi Tom

    I'm aiming to release for Ipad 2, and i remembered you mentioned to be cautious about it. Having use the RTP and produce a great quality environment, i really hope that i still can use it for Ipad2. Wondering if you can give some tips or limitations to avoid to make it possible for Ipad2 release.



     
  49. protopop

    protopop

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    That was a super thorough reply:) Thank you Tom - I'll try this all out.
     
  50. pixelquaternion

    pixelquaternion

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    Hi Tomasz,

    Just want to say thank for the great deal i just purchase my copy tonight.

    I have just a few questions regarding the project i am working on right now :

    I know you already have a snow shader included in RTP but if i want to integrate one made with shader forge(my next purchase) will it be easy to insert it with RTP?

    Regards Peter