Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Relief Terrain Pack (RTP) v3 on AssetStore

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

  1. topofsteel

    topofsteel

    Joined:
    Dec 2, 2011
    Posts:
    999
    The layer settings for spec/gloss do affect it. But the best I can do is bring it to a dull sheen. The other image is looking the other way. Thats passable for today, but not a solution.

    @tosmaszek ?

    Unity5-Gloss_03.png

    Unity5-Gloss_05.png
     
  2. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    You need to take care about all physically based lighting parameters. Grass alpha channel - fix it first (it's apparently missing or white). Follow RTP - PBL rendering videos on my YT channel.

    Yes, I haven't managed yet such tutorial. Simply enable water features and droplets in LOD manager (simple water doesn't provide flow or droplets). In SIMPLE shading level it's not available either (only POM/PM which is default). Attach droplets texture in RTP Settings/Wetness (if it's not attached) and play with its settings.

    I provide RTP with sample flow map for big stones texture and I made it using 3rd party tool - link to this tool is placed in RTP - look around. This is, however, used only for separate objects only (not available on the terrain surface).

    Tom
     
  3. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    What's the reason ? Do you want to remove tiling when you look from far distance at the terrain ? There are many tiling killing techniques - UV blend, perlin normals, global maps. Refer to my pdf. If you scale up tile so you don't see tiling at far distance (like one tile size is 50m for example) you completely loose detail upclose (blurred surface).

    Tom
     
  4. omgeric

    omgeric

    Joined:
    Aug 18, 2013
    Posts:
    18
    I'm experiencing this artifact when using any type of SSAO (I'm using Unity 5 and RTP 3.2d ). The transparency effect also occurs when using the Lux shaders fyi. Is there anything you can suggest as to what might be wrong? ssao.jpg
     
  5. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    Thanks Tom. I got it working. But it wasn't quite so simple. I'm not even sure what setting made them visible to me right now actually. I had all the settings already.....i.e. POM, the water_droplets texture, wetness enabled, shaders compiled, etc... Are caustics required for water droplets to show up though? That was one setting I played with as well.

    But in the end, I got it working. Thank you :)
     
  6. gian-reto-alig

    gian-reto-alig

    Joined:
    Apr 30, 2013
    Posts:
    756
    Hi Tom

    Sorry to bother you again, but I have found some issues with RTP 3.2 in Unity 5 that didn't appear with RTP 3.0 in Unity 4.3

    Might be that I do something wrong, I will just list the issues here:

    1) GI seems to be off when Terrain with RTP shaders is active: the problem dissappears as soon as the terrain is deactivated. Basically shaded parts of all meshes and the terrain itself become much too bright, just as bright as unshaded part. Realtime Shadows seem to be still working.


    EDIT:

    Oh, the GI works again as expected as soon as I deactivate the option "no lightmap"... makes sense, GI is now integrated into the lightmap part of Unity 5, so that means it most probably gets messed up by this RTP option.


    EDIT 2:

    I was getting ahead of myself again. While GI works now MOSTLY, there are still weird artefacts apparent when the Terrain is active... see images below (top one is with Terrain active, the one below is with Terrain deactivated):





    2) Texture Layer Heightmaps not working: I can assign the heightmaps just fine, yet when I checked the combined heightmap slot, the combined image is pure white. Which of course leads to all heightmap related functions not working properly. The combine tool under windows>relief pack never worked for me really, as it only takes a single channel from the source.

    3) self shadowing is off when Tesselation is used with height and normal from texture:
    While the Tesselation itself works fine, the mentioned option some causes the shadowing to go haywire.



    I also have a question:
    The RTP PDF still mentions using Skyshop for IBL. The new Unity standard shaders seem to also bring some IBL like features with them. Do I really need the Skyshop Global object in my scene to make IBL work with RTP? If yes, is there a chance that RTP will support the new Unity 5 shaders way of doing IBL in the future?


    Thanks in advance for any help

    Gian-Reto
     

    Attached Files:

    Last edited: Mar 30, 2015
  7. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    SSAO relies on depth/normal texture. Check in deferred (when using RTP with 4 layers, or 8 lyaers in first pass). Any SSAO issue might suggest there is something wrong with the buffer needed (i.e. doesn't match the actual scene). Transparent shaders don't write into depth so they can't receive SSAO (if SSAO is rendered as last posTFX it will simply make an effect of see-thru occlusion on transparent objects, if it's done after opaque geometry which should be default SSAO behavior we need to make sure depth buffer used by it is correct). Anyway - for terrain alone I wasn't able to see anything wrong with Screen Space Ambient Occlusion (over its default ugly jittering behavior).

    2) layer heightmaps - look at console, maybe there is some hint thrown. Look at alpha channel of your heightmaps. Look at "is Readable" flag on textures and they need all to be of the same size.

    3) Shadows - I see it works for me, but as it relies on heightmaps, fix them first maybe then check again.

    Tom
     
  8. MattyWS

    MattyWS

    Joined:
    Jan 24, 2013
    Posts:
    70
    Having some fun lighting issues when using render to texture with the terrain. It looks fine in the normal camera view but in the texture it's crazy bright.. I think this might be to do with the terrain options for brightness/saturations etc. Is anyone else having this issue? I'm trying to use the render to texture feature as a minimap with uGUI.
     
  9. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Haven't tried this for some time. Although it worked in RTp3.0 with water reflections (which uses render to texture of terrain). Maybe try to tweak terrain params in RTP until it looks OK in render texture. You can tweak brightness of terrain via script (so it's applied only for rendertexture).

    Tom
     
  10. Becoming

    Becoming

    Joined:
    May 19, 2013
    Posts:
    781
    Might also just be a gamma/linear issue... changing the render tex to linear might solve that?
     
  11. AlexBes

    AlexBes

    Joined:
    Feb 11, 2014
    Posts:
    47
    Hi Tom.
    I'm experiencing some problems with RTP. I'm using Unity 5.0.0f4 with Skyshop and RTP3.2d.
    1. I've created a terrain and it has weird lighting seam which is visible only in deferred. In legacy deferred everything is ok. (see screenshot)
    2. I've created a couple of objects and assigned GeomBlend_Customizable Shader to them. In shader I've uncommented IBL features and set fallback to default to get rid of black borders. When I change directional light intensity lighting on objects doesn't match terrain lighting (see screenshot).
    Also every time I want a mesh with RTP shader to react to direct light I go to painting mode and set green channel otherwise I get only IBL on object.
     

    Attached Files:

  12. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,929
    Tom, sorry, but that didn't work. They all have the same parent. I removed the Relief Terrain script and even the neighbor script and redid that. I replaced the color map and hit refresh. Again, the terrain was darker than the others. It doesn't show close up but it shows when on a nearby hilltop, so only distances. I thought that might have something to do with the colormap but the settings are just like the others and the colors used are the same. I checked Terrain Composer and when I change settings for one terrain there, it also changes this one so they are "fit" together.



    I have one more idea...maybe it was messed up in the directional lightmapping. Since that takes forever and I had several failures before I was able to get it to work, it could be something there. Could that "unsync" a tile with the others?
     
  13. gian-reto-alig

    gian-reto-alig

    Joined:
    Apr 30, 2013
    Posts:
    756
    Hi Tom... you were right, something was amiss with my heightmap textures... one of them had a setting different, and after removing everything including the combined map, and reapplying, the heightmaps now work as intended.

    Shadows where actually a problem of GI.... I was using "directional specular" as GI setting. Using "directional" solved the problem for me. When switching to "directional specular", I still get artefacts though.


    Now that these problems are fixed, I was able to look a little bit closer at the terrain. I noticed another problem (that again might be my mistakes, but I cannot seem to solve iton my own):

    Terrain Heightmap changes done in Unity somehow do not work anymore: a very weird problem... I can select the "change height tool", but when I paint on the terrain to change the height, the gizmo no shows the new height (blue transparent highlight), but the underlying terrain graphics do not change... see image below:


    Can you give me any hints as to what could cause this?


    Thanks

    Gian-Reto
     

    Attached Files:

  14. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    I haven't mentioned this directly, but in Unity5 RTP uses Unity's IBL features, so "syncing" with skyshop doesn't work. Either reflection probe or "IBL diffuse" (which is SH ambient light) is taken from Unity. I can't reprocude ligting seam from your 1st screenshot. configurable shader has by default turned on shadowing feature taken from vertex color (g). You can turn it off by commenting this line in the shader:

    Code (csharp):
    1.  
    2. #define VERTEX_COLOR_AO_DAMP IN.color.g
    3.  
    So I realy don't have any idea. Select the problematic terrain and any feature (tab) in RTP component. Then selet another terrain tile and chck if RTP components got exactly the same state. I mean does changing any RTP param on the problematic tile changes it (in RTP inspector) on another tile ? I'd like to to know if all tiles use the same GlobalSettingsHolder object which stores settings shared between terrains.


    After tessellation is turned on, RTP uses dedicated texture height&normal. So you can't change terrain shape interactively anymore. The workflow should be like this - shape your terrain, generate height&normal texture, turn on the tessellation (to improve terrain and performance).

    Tom
     
  15. Amandin-E

    Amandin-E

    Joined:
    Feb 4, 2015
    Posts:
    451
    Hi @tomaszek

    I'm making a new demo of uTerrains with RTP. I think it's gonna be beautiful :)
    Choosing which texture goes where is handled by uTerrains (through vertex colors) but I was wondering if there are some advices you could give me to make something really nice. Maybe there are some options and/or tricks that I don't know.
    Maybe tessellation? Can I use it as-is?
     
  16. gian-reto-alig

    gian-reto-alig

    Joined:
    Apr 30, 2013
    Posts:
    756
    Ah, that makes sense. Okay, I will test it out...

    Just because I have to say that: your new Tesselation feature is AWESOME! Really, so much better looks with so little performance impact. Great work, Tom. One of the most impressive new features you have ever introduced to RTP!
     
  17. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Check out tessellation standalone shader that can be presented for example on my example scene with this "asteroid". Although we can't use tessellation heightmaps (they don't exist for voxel solutions) we still can benefit from phong smoothing - so you can compute very rough voxel mesh that can look very smooth. Overusing this, however, leads to problems with unmatching colliders (they are not "tessellated :) ). In standalone tessellation shader you can configure to get detail maps from vertex colors or make it "automatic" from mesh world normals like rock texture apeear on cliffs out of the box. That's the default shader behaviour.

    Tom
     
  18. Flimgoblin

    Flimgoblin

    Joined:
    Nov 25, 2009
    Posts:
    89
    Hullo @tomaszek

    Firstly, fantastic asset, thanks for making this.

    However, I'm having an issue in Unity 5 with the dynamic snow.
    It looks great at a distance, but up close it seems to be ignoring the texture/normals/heightmap:

    Screen Shot 2015-03-31 at 12.53.18.png

    Other info:
    Unity 5
    Snow is enabled, layer 7 for color/normal.
    Large tiled terrain (it's loaded at runtime from asset bundles, though we also get this effect in editor)

    Any suggestions?
     
  19. Teila

    Teila

    Joined:
    Jan 13, 2013
    Posts:
    6,929
    It is weird, isn't it? If I select the this particular terrain (terrain10) and change anything, it does change. Problem is that refreshing changes all the other terrains, but a shade lighter/darker than Terrain10. It is as if they are "out of sync" as you said above. But even removing the terrain from the Game Object, making changes and then putting it back in didn't help. It simply reverted to the out of sync color settings again.

    Not sure what to do about it, to be honest. It looks fine from a walking player perspective so I may just have to find a way to camouflage the seams.

    Any changes to Terrain10 change the other terrains when I hit refresh or when I click on the terrains with my mouse. They are all under the same Game Object.
     
  20. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Hi, your screenshot looks like kind of fallback shader (so actually no advanced RTP shading is used). I don't see any visual effects typical to RTP like perlin normals, masked snow coverage, etc. Could you list more detailed specs of your setup ?

    Tom
     
  21. Flimgoblin

    Flimgoblin

    Joined:
    Nov 25, 2009
    Posts:
    89
    Hmm, good point, it was looking better the other week on the other textures, had it extruding the rocks etc. though I'm fairly sure the snow has always been turned on :/

    This is on Mac, in editor, 5.0.0f4

    LOD Level POM
    RTP_SHADOWS
    RTP_SOFT_SHADOWS
    RTP on terrain: first/add/distance/mesh blending/mesh/mesh blending all ticked
    RTP features- firstpass:
    UV blend, Global color blend multiplicative, Global normal map, Dynamic Snow + both layers ticked.
    Sharpen heightblend edges, heightblend fake AO.

    Add pass:
    Crosspass heightblend
    UV blend
    Global color blend multiplicative
    Global normal map
    Sharpen heightblend edges, heightblend fake AO.
    Addpass for geometry blend base


    Noticed I'm getting an error on rebuilding the shaders:

    Shader error in 'Relief Pack/GeometryBlend_BumpedDetailSnow': unable to find compatible overloaded function "length(float3, float3)" unable to find compatible overloaded function "saturate(error)" at line 175 (on d3d9)

    After posting yesterday I realised I hadn't updated to 3.2d yet but after doing so that doesn't seem to have changed anything.
    (although now if I zoom in really close on the terrain it hangs the editor...)
     
    Last edited: Apr 1, 2015
  22. montyfi

    montyfi

    Joined:
    Aug 3, 2012
    Posts:
    548
    By some reason I cannot import RTP in Unity5, Terrain2Geometry.mat keeps crashing editor all the time. Any idea what could be wrong?
     
  23. copybugpaste

    copybugpaste

    Joined:
    Aug 1, 2014
    Posts:
    1
    Thank you for making RTP ! it's the best !

     
    tomaszek likes this.
  24. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Oops, got no idea... The package can be imported on my side and no body reported me this particular problem. Have you tried on fresh project ?

    Tom
     
  25. montyfi

    montyfi

    Joined:
    Aug 3, 2012
    Posts:
    548
    Thanks for response, it happens when rendering set to Deferred. In forward rendering it works fine, but as soon as I switch back to deferred and open any scene with existing terrain, boom, Unity crash without any crash report.
     
  26. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    It works in deferred (for 8 layers you need to render them in frist pass - 8 layers mode). Once I had an issue like this - go to forward. Import RTP. Go to Unity's graphics settings (where shaders are specified). I had missing shader there (custom shader for deferred). It's not RTP related, but caused everything disappear. Maybe that's the similar issue on your side.

    Tom
     
  27. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Looked at your example project. Was some work needed to manage it. Sorted it out a bit but your textures are still problematic.

    Terrain is of very low resolution (means very big triangles which break parallax rendering).

    Detail color textures don't have gloss data baked in alpha channel (you can correct this in settings per layer, but you won't have any good PBR rendering).

    Normalmaps are very "aggressive" - noisy high frequency - for example grass - when snow is placed there is can jitter a lot. If heightmaps are hi-freq (like your deposition you can have problems too).

    First of all textures need to be of the same size acroos type - some of your colormaps are 1024 while other are 2048. Normalmaps - the same. Missing normal textures for some layers. Look at combinted textures tab - we don't have it filled until textures size are sorted out (then you can click refresh under detail normalmap heightmap).

    Was a problem with preparing perlin combined texture, too (that's why snow coverage was w/o any detail - with not combined flat detail normalmaps). To fix it - simple assing any texture there and reassign perlin one that'
    s present there. It should appear in combined textures tab. When you sort out all textures - save them all in combined textures tab. Making prefab of terrain with not saved textures is no good - you'll loose references to scene textures (combined/created by RTP) in prefab.

    Scene needed some tweaking (why your main tile size was 20m - is it FPS game or flight simulator maybe). Now it looks OK, but I'd suggest working more on textures.



    I haven't experienced Unity editor crashing while working in open gl mode.

    Tom
     
    Last edited: Apr 2, 2015
  28. Flimgoblin

    Flimgoblin

    Joined:
    Nov 25, 2009
    Posts:
    89
    Thanks Tomas, that's a great help.
    I'll go whip the artists :)
    (and tweak the other stuff, particularly getting the system to save the combined textures).
     
  29. montyfi

    montyfi

    Joined:
    Aug 3, 2012
    Posts:
    548
    Unfortunately, all shaders are in place, no custom shaders defined here, just built-in.
    Is there any option in RTR that works especially in deferred so I can turn it off when building shaders?
     
  30. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Saving combined textures is must for realtime instancing terrains (from prefabs). If you plan to stream scenes realtime their size can matter. RTP can pump up scene size (when managing these combined textures). I cleand it on my side - simply save RTP preset (in RTP/Settings/Main), remove RTP component from terrain. Save scene and assign RTP component back restoring saved preset. This way the scene can have 100KB instead of 20MB. Saving combined textures that are used for shader is required before saving preset.

    Tom
     
  31. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    I'm not aware about anything like this. It works in deferred (for me and other people, too). Do you have latest Unity ? Some users still have U5 betas. RTP3.2d is tested on this Unity (and doesn't work on lower Unity5 betas).

    Tom
     
  32. montyfi

    montyfi

    Joined:
    Aug 3, 2012
    Posts:
    548
    Yes, but I have migrated the old Unity4 project, where RTP was working in deferred almost fine. I had the same issue with importing the same material first, but re-import fixed the problem in Unity 4.
    After migration RTP was not visually working, so I removed whole RTP folder, changed terrain shader from legacy to the latest and imported RTP again. Then even removed Library folder.

    Is it possible that some RTP stuff from Unity4 still exists somewhere and conflicts with the latest? Maybe I need to clean some cache?
     
  33. Gadgets

    Gadgets

    Joined:
    Mar 17, 2015
    Posts:
    4
    Hi everyone. I just snagged up the RTP pack for Unity5. I am encountering a few issues (which i'm sure are user error) and I wanted to seek some help or advice.

    First let me start by stating that I am very inexperienced with this software, and asset.

    I started a new project. I imported a terrain asset from another project I had. It had 10 texture layers, I deleted two, so that I would have 8 blank layers. Then, I imported the RTP pack into the asset folder. The problem that I am experiencing at the moment, is that the first 4 terrain textures are blending, however with the last 4 (of 8) textures, I am having issues with them blending with the first 4 textures. I am also having issues getting them to accept some normal maps. I've got 8 hours, at least, trying to solve this issue.

    I'm sure its mostly due to my lack of experience and understanding for this software, but I am very interested in learning. If someone could hold my hand through these issues, or has any pointers for setting up RTP correctly, I would very much appreciate it.

    Here are a couple screen shots so that you can see some settings that I have, maybe it helps?



     
  34. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Hi,

    A few things to check. Have you played with LOD manager ? Is first pass, add pass enabled ? Looks like addpass (layers 5-8) uses default additive blending - tha's why you see them looking so weird. You can try to enable 8 layers in first pass (option for first pass section in LOD manager). It's necessary if you want to use new deferred rendering path. For normalmaps - they need to be imported with type "Normalmap" in import settings. RTP checks this when you drag&drop it into normal texture slot on a layer. All normalmaps used need to be of the same size (the same for detail heightmaps). After importing RTP look at example scene included for reference. It's tested on Unity5 so shoud work out of the box. There you can compare your setup with example one.

    Tom

    P.S. Go thru my videos and pdf doc - without it you will simply iss a lot of features and some of RTP basic ideas.
     
  35. Goldenvale

    Goldenvale

    Joined:
    Feb 26, 2015
    Posts:
    86
    Hello,

    I've decided to try using RTP and when doing so I've come across many problems, but the biggest is the fact that using RTP generates many problems with global illumination. GI doesn't seem to be working so good.

    Here's how my trees look while using RTP:


    And here's without:


    RTP makes all my textures very bright, I have to play around with setting a lot to make it look like it does without RTP. Is there any way to disable all the lighting changes that RTP makes? I only need the heightmap and geometry blending
     
    Last edited: Apr 4, 2015
  36. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Yep, I see the difference. Is your 2nd screenshot made using standard Unity's terrain shaders ? Looks like RTP albedo that's seen from the GI perspective is kind of white/orange rather than green. You can check this when you click on object properties in lighting tab - there are separate charting, albedo, emissive, etc. drop down options. You could check there if "meta" pass that's now used by Unity to grab object state for GI is rihgt represented there.

    Please give me more information about your setup. (lighting path, lights used, RTP options used in LOD manager, camrera LDR/HDR, linear or gamma used and so on). I'd like to reproduce your issue on my side. Anyway I'll inspect this issue next week after the Easter and will try to come up with the necessary udpate ASAP.

    Geom blend for standard shader is also necessary (somebody asked me about it recently), so the update will include this issue too.

    Kindest Regards, Tom
     
    Last edited: Apr 4, 2015
  37. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    And as the Easter comes I'd like to wish everybody all the best and wish you many blessings we all need so much ! (no matter you're beliver or not).

    And here is my gift. Anybody smart will know what to do with this ;) :

    XXX-XXXX-XXXX-XXXX-XXXX-XXXX (EDIT: voucher code's gone)

    Of course - I'm so sorry on behalf of anybody that will try to use it as "not the first person" here.

    Sincerely yours - Tom S.

    P.S. And please - behave - if you're already my customer - leave it alone...
     
    Last edited: Apr 4, 2015
  38. Goldenvale

    Goldenvale

    Joined:
    Feb 26, 2015
    Posts:
    86
    Here are my settings:
    Lighting path: Deferred
    Lights used: Only a directional light
    LOD manager: I'm using the default settings, didn't touch it.
    Linear/gamma: I'm using gamma

    Everything else is just the default unity settings.

    But another thing, when I place new objects on the terrain like a tree, I get the following errors:
    - Failed executing external process for 'Bake Runtime' job. Exit code: '105'.
    - 'Bake Runtime' job failed with error code: 4294967295 ('Unknown error.').

    These errors only occur when I use RTP.
     
  39. moure

    moure

    Joined:
    Aug 18, 2013
    Posts:
    184
    Damn, voucher code invalid ;) Maybe ill get it next time!
     
  40. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Your error might suggest that lightmapper has issues. RTP is just surface shader that's kind of "high level" shading solution and I see no reason why lightmapper could refuse it. I'll look into this on my side, but if I can't "break" it you'll need to ask Unity. I might be wrong in this particular case, but I believe there are still some minor glitches still present on the Unity side in regards to GI (I mean - there is no software w/o bugs, even if we are not aware about their presence).

    Tom
     
  41. Gadgets

    Gadgets

    Joined:
    Mar 17, 2015
    Posts:
    4
    Thank you for the reply, Tom. I only had first pass enabled (without the 8 layer extension). Very helpful to know these options exists now. Have a great Easter.
     
  42. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Hi Tom,

    Happy easter! We are playing with the angle version of the shaders and it's nice. Will it be upgraded to pbl also?
     
  43. Marked

    Marked

    Joined:
    Feb 24, 2015
    Posts:
    32
    I am sorry if you have mention this before ,

    But I have some problems with geometry blending shader.

    I am using the "/geomtryblend_watershader_HB U5-PBL" and everything works fine and well except I get a strange seam where the mesh meets terrain.
    specially with low light the artifact is clearly visible. The problem repeat it self with other geometry blending shaders too.


    I am in Forward Unity5 with the latest RTP using 4 Layers with Perlin , ColorMap, Water and Uvblend.

    I looked in the manual and examples scenes but could not reproduce the problem there , so I am not really sure what I am doing wrong.
    I also tried different settings in LODmanagers but with no succes :(


    Thank you in advance !


     
  44. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    What do you mean by "angle version" ?


    Try modifying specular/glossiness (water level or its paams) to check if the issue is related. Maybe it has something to do with realtime shadows. I see you're using geom blend as kind of sticked mesh. Check what gives different results here - geom blend shaders use "underlying object" that mimics terrain and overlying, alpha blended (thus always forward rendered) one. Try to disable underlying/overlying object and check the visual results - I mean which of them produce the artifact. From your first screenshot I see that terrain has gentle "mist" ambient light applied whiole dark sand near the object doesn't (it's completely black). Maybe it has something to do with the way objects are lit (ambient lighting, RTP's complementary lighting).

    Tom
     
  45. Marked

    Marked

    Joined:
    Feb 24, 2015
    Posts:
    32
    Hey Tom , thank you for a fast replay !
    After doing some testing I found out that the problems comes form the underlying layer that RTP makes.
    I guess that the layer doesn't get the GI or Ambient information that the terrain has.

    After disabling the indirect intensity the layer blends like it should with the lost of GI.
    My guess is that I am baking wrong or it's a wrong setup ? I will look for more information in the documentation.
     
  46. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    453
    Hello all
    My last Demo made with this awesome asset!
     
    botumys, sqallpl, konsnos and 2 others like this.
  47. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    The problem is that underlying object "mimics" terrain - so i'm taking underlying terrain baked lightmap params for it. Unfortunately there is (I'm not aware of) no way to "borrow" dynamic uv coords stored for terrain and use them for underlying object. That's simply not available for scripting. There is, however, slight chance I could try to hack it a bit, but this moment can't tell... Anyway - if the geometry is sticked (close to the terrain) - you can simply remove underlying object. It's used to optimize performance more than for visual result.

    OOOHHHH MYYYYYY GOODNESSSS... :D

    ATB, Tom

    P.S. ripples on the car mask - they come from RTP shader, don't they ?
     
  48. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    453
    Yes also car is made with RTP shader (only in the raining scene, in other scene i used stadard shader).
    There is a shader that support water that i can use with glass ?
     
  49. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,861
    Not yet, but will be as a part of my new package edition (successor of relief shader pack - will be based on standard shader but with all bells and whistles - you should expect it in next few weeks I believe).

    Tom
     
    John-G likes this.
  50. ArchVizPRO

    ArchVizPRO

    Joined:
    Apr 27, 2014
    Posts:
    453
    WOW, can't wait to see them in action !