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Relief Terrain Pack (RTP) v3 on AssetStore

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

  1. Nasenohrring

    Nasenohrring

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  2. tomaszek

    tomaszek

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    If you've recompiled shaders to use tessellation, beware that you need to provide RTP with proper height&normal texture prepared first. Follow my tessellation video on YT.

    Tom
     
    Eric2241 likes this.
  3. h4voc

    h4voc

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    Hi Tom,
    after creating a new terrain I encountered a problem with my handpainted textures.
    I use TerrainComposer to generate the terrain. In the picture u can see a screenshot of the texture. My problem is the strange wave pattern, I don’t don’t what is causing it or how to fix it.
    Any Idea?
     

    Attached Files:

  4. tomaszek

    tomaszek

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    It's one of your textures, that's sure, but I don't see the scale. Is it close up, far distance view ? I need to see this in some context to advise.

    Tom
     
    Eric2241 likes this.
  5. h4voc

    h4voc

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    It is close up view.

    Here are some other views and settings:
     

    Attached Files:

  6. h4voc

    h4voc

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    Ok NVM,

    i found the problem. I dont know why but sometimes my importsettings are changing.

    In this case the normalmap was created from greyscale o_O

    Sorry for bugging!
     

    Attached Files:

  7. Eric2241

    Eric2241

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    This was actually very important, as I had the same problem along with black terrain, I solved the floating terrain using the YT vid, and the black terrain by making all the texture sizes the same for each layer.
     
  8. davysw

    davysw

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    I'm sorry if this has been answered, I've tried to find it, but is there a more comprehensive tutorial on using the triplaner shader and getting it to map to vertex colors and setting up the blends on it? Sorry I'm not as technical. I got the Vertex Painter & Vertex AO 2.0 from the asset store, maybe I need a newer one? Thank you!
     
  9. davysw

    davysw

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    Another question. I'm having some problems with the blend feature. I know it's grabbing color information from the stuff below it, but it seems like it's grabbing almost too much, I'm losing out on the color of my texture. Did I miss a step? Also when using the blend feature for the big hill on the right, I can get the geometry fixes in, but it's not grabbing the grass/mud below it, it's just making this black line. I tried saving and refreshing but no luck. Thanks

    I tried it in the demo scene and it works, so I've probably got something wrong on the terrain itself

     
    Last edited: Apr 11, 2015
  10. tomaszek

    tomaszek

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    You need to compare your setup with mine on the example scene. Your left cliff looks like it miss detail heightmaps. What's exactly your setup ? Remember to hold proper number of laers (4 or 8). Would be best if you prepare a short video with your workflow so I can tell at which stage there's some missing action that prevents it from working. You could post it here so I can advise everybody or give it to me PM.

    Tom
     
  11. AdamGoodrich

    AdamGoodrich

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    I have an issue with water - its unity 5 and pro water and latest rtp - what should be an awesome reflected view is just not working - are there any rtp settings i need to set to make this work properly ? Thx in advance.

    EDIT:

    I found the issue - it was occlusion culling - removing it removed the issue.
     

    Attached Files:

    Last edited: Apr 13, 2015
  12. ISH_the_Creator

    ISH_the_Creator

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    Hello there I'M just getting started with RTP bought it weeks ago along with terrain composer. making a TPS using motion

    controller, easy input and adventure camera. After some research will add adventure creator.

    Wheres a good start to learning how to use RTP with terrain composer?

    Nothing to fancy just a jungle lisland like level with a ocean if the ocean is not to heavy on data if so just a jungle.
     
  13. tomaszek

    tomaszek

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    I'll look into water pro with RTP newxt week. Can you check the same when you remove RTP component and material ? At first glance reflection of terrain mesh is broken. Do you use tessellation ? What's your exact setup when i'll be trying to reproduce the issue ?


    RTP - first steps video, other videos and my pdf. Terrain Composer you will need to follow and ask on nathaniel's forum thread. There is simple video showing up intgration RTP/TC. Generally they are independent products. TC allow you to setup RTP textures on multiple terrains quickly.

    Tom
     
  14. ISH_the_Creator

    ISH_the_Creator

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    cool. Thanks sir :)
     
  15. AdamGoodrich

    AdamGoodrich

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    Thanks Tom,

    I recreated a new terrain from scratch and placed a new lake in it. The only difference is that RTP wasn't added to this scene. You can see that the water behaves as expected.

    Am new to RTP, and love what it can do. Any additional settings / switches you can suggest would be much appreciated as well to improve the visual quality of my scene.

    EDIT:
    The issue i mentioned earlier was occlusion culling - still open to suggestions to improve it however :)

    Cheers,
    Adam.
     

    Attached Files:

    Last edited: Apr 13, 2015
  16. CodeMonke234

    CodeMonke234

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    Tom - Ran into strange issue which only occurs in SceneView( GameView is ok)...looks like flickering black patches....

    rtp_blackpatches.png
    Thanks for any advice...
     
  17. AdamGoodrich

    AdamGoodrich

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    I see that issue a lot - even in projects without RTP... seems to be some weird thing with U5.
     
  18. TheBraxton

    TheBraxton

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    So I got TC and RTP working together, barely, but I've got a problem. How do I get rid of that "Repeating Textures" look? It doesn't seem to be blending them :X! You can even see it in the distance on mountains too. I assume to make the distant textures look nicer I have to fiddle with the LOD manager somehow?

    Thanks!

     
  19. CodeMonke234

    CodeMonke234

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    TheBraxton -

    Check out some of the RTP tutorials on the net- like this one:


    Basically, you can use things like Perlin Noise, Global Color Map, and UV blending to eliminate the texture tiling for farther terrain.
     
  20. AdamGoodrich

    AdamGoodrich

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    Hi again,

    I thought i would see if i could add a little more information on my last post re-reflections in a scene to see if i could get RTP to break them. I could'nt on surface of it at least - thought i would try more options.

    Another thing i noticed is that I have been having some weird issues with terrible colours on my vegetation - and think i may have found the culprit.

    To make a really gross example - when the vertical texturing gets applied to the terrain it seems to get applied to everything including the trees.

    It stays there even when you remove it. Please see attached images.

    EDIT:
    So recompiling without vertical texturing fixes the terrain - but does not fix the lighting on my speed trees - which makes them unusable. Any suggestions very welcome as i have a significant project that depends on this.

    Managed to fix them only by selecting different vertical textures... am using pure GI and think its a reflection thing.

    EDIT 2:
    Switching from gamma to linear space improved the visual quality of the speed trees substantially.

    Cheers,
    Adam.
     

    Attached Files:

    Last edited: Apr 13, 2015
  21. Eric2241

    Eric2241

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    Do any of you guys know how to make the tessellation "pop" more? It currently looks like this.
     
  22. bome99

    bome99

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    I get the

    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)

    And

    Shader error in 'Relief Pack/GeometryBlend_BumpedDetailSnow': Parse error: syntax error at line 234


    when I set the snow to get color and normal from a layer?

    how do I fix that?
     
  23. bome99

    bome99

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    Ok some how it fixed it self :)
     
  24. tomaszek

    tomaszek

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    Using exactly the same LOD manager setup I was unable to break it. Terrain reflected looks always fine:



    You need to remember that reflections are updated fine in play mode only.

    Tom
     
  25. tomaszek

    tomaszek

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    I'm just playing with current RTP example scene vs newest Unity5.0.1f1. Everything seems to work as expected. Vertical texturing (I'm not sure why do you use such weird colored "splatmap") doesn't break anything here. Look at light probe ball seen in the center of the near speed tree. It reacts correctly to the all RTP properties - vertical texturing, brightness, saturation, etc - applied to grass layer:






    For reference I'm posting the same scene with Unity's terrain shader (specular):



    So - at this point I can't tell what's wrong with your setup. Can you try on newest Unity ?

    EDIT: Actually I found the issue. Above examples worked "coincidentaly" :). Look at my post below.

    Tom
     
    Last edited: Apr 13, 2015
  26. tomaszek

    tomaszek

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    In the end it turned out you're not paranoid... ;) Indeed there was some hidden bug in RTP which I didn't noticed previously. Compare below 2 screenshots.

    1. Current RTP META pass generate such Albedo output (look at right bottom corner - there are 2x2 terrains sticked together). Which is _wrong_:


    2. Solving right tiling in META pass fixes the issue (who could know Unity takes only basemap shader for this purpose and uses _MainTex tiling instead of classical _Control which is actually used here...):



    I'll include this fix in the incoming update. I'd like to extend the update with StandardShader used as geom blend which one user asked me for. So I believe I can submit new version tomorrow. We need to wait a few days (in optimistic case) for AssetStore staff to approve it.

    Kindest Regards, Tom
     
  27. Karearea

    Karearea

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    Hi,

    Really pleased with the graphical results I've achieved in RTP3- truly beautiful. However with an update to Unity 5.0.1f1, I've begun getting a 100% repeatable crash whenever I'm close enough to view the height blending, in the editor only. It's all ok at runtime, or if I'm careful not to have the editor camera too close to the terrain.

    I'm on a Macbook Pro with integrated graphics, running Mac OS X 10.10.3. Full deferred path.

    From the crash log:

    Crashed Thread: 24 UnityGfxDeviceWorker

    Exception Type: EXC_CRASH (SIGABRT)
    Exception Codes: 0x0000000000000000, 0x0000000000000000

    Application Specific Information:
    abort() called

    Application Specific Signatures:
    Graphics hardware encountered an error and was reset: 0x00000013

    Thanks,
    Nick
     
  28. tomaszek

    tomaszek

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    Yes, somebody already reported me on this in regards to OSX editor. At this moment I can't provide any solution... :(. Fill the bug report, because it's not supposed to crash here (regardless of shader has something stupid or not).

    Tom
     
  29. tomaszek

    tomaszek

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    It's nice I've reached quite high skill when it comes to extending Unity Standard Shader :). Just because I've been working for a few weeks now on new package which will extend it a lot (water, snow, additional goodies). So stay tuned - it will be successor of my other package - RSP, but as this will be quite new product (target Unity5 only) it will be renamed / rebranded (so RSP in its current shape will just vanish being replaed with something new for Unity5).

    Anyway - I was able to manage geom blend Standard Shader for RTP. The results are like this:



    Will submit the update RTP3.2e tomorrow (if no more critical bugs found).

    ATB, Tom
     
    Last edited: Apr 14, 2015
    Eric2241, ThunderTruck and hopeful like this.
  30. Yokogeri

    Yokogeri

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    Hi Tom,

    I'm currently using RTP in Unity 5 with deferred lightning mode and want to achieve as accurate physically based lightning as possible. Am i supposed to have "PBL fit for legacy deferred" option enabled?

    Also, i read in the documentation that it's good to use the "Internal-DeferredShadingRTPU5"-shader. Do i simply go to Project Settings -> Graphics and replace the current "Deferred" shader with "Internal-DeferredShadingRTPU5" (and leave the legacy deferred untouched) ?

    Thanks you!
     
  31. makeshiftwings

    makeshiftwings

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    Will this new RSP pack be better for terrains in Unity 5 or will RTP remain the terrain solution and this new pack be more focused towards generic mesh renderers?
     
  32. tomaszek

    tomaszek

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    "PBL fit for legacy deferred" is only for old, legacy deferred as it says it. If you're in deferred mode with 8 layers go for them in one pass ("8 layers in forst pass"). I've described a few times how it works. In deferred lighting is Unity's one, not RTP's PBR implementation. Gloss output it like it was (gloss shaping multipliers), but specular behaves different. It's like specular setup where specular brightness comes from layers (multiplier, optionally tinted by albedo) then multiplied by Settings/Main/Specular color. Remember that the mjore specular we've got the less diffuse (albedo) due to "true" energy conservation. You can check how it works playing tiwh just Unity's standard shader specular setup (white specular means - pure mirror, no diffuse color, black specular means less reflections, but strong Fresnel).

    It will be Unity Standard Shader on steroids (with additional features like parallax, POM, better detail, water, snow, peach fuzz).

    Tom
     
  33. Karearea

    Karearea

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    Sounds useful- Any chance of vertex colour based height blending?
     
  34. tomaszek

    tomaszek

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    Added vertex color to control detail placement, water, snow. Detail layer doesn't have heightmap so we can't make heightblending, but detail layer can be masked so you can achieve convincing results with some spice of creativity here. Addtitional feature is that detail layer can have it's own independent specularity. For example rust on the shiny metal can be now achieved easily.

    Tom
     
  35. Goldenvale

    Goldenvale

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    Hey Tom,

    Is it possible to make the terrain scripts seperate? I'd really like to use RTP's object blend but I still want to use it on my own terrain shader. Maybe you could release it seperately on the asset store. Something like this: https://www.assetstore.unity3d.com/en/#!/content/3561 This used to be a very good tool but since Unity 4 it stopped working and the developer stopped updating it.
     
  36. SiBlack

    SiBlack

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    Hi,

    Is it possible to get fog working in Unity5.0.1 deferred rendering? I can only fog the landscape when using forward rendering.

    In general is forward rendering preferred, giving full functionality, or am I doing something wrong?
     
  37. tomaszek

    tomaszek

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    No fog in deferred is Unity matter, not related to any package like RTP. You need to use postFX to get fog (I'd recommend Time of Day atmo scattering effect which in my opinion does great job - we tested this with Peter's HorizON and it looked fantastic on the HorizON example scene).

    Tom
     
  38. tomaszek

    tomaszek

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    Well, you can implement it yourself if you're enough skilled to solve terrain shading yourself. Shade underlying object with your shader instead of RTP's. Overlying object is just transparent one (transparency controlled by alpha vertex color so we can blend it with where we want - in common scenario at object intersection edges). RTP geomblend shaders introduces also height blending with underlying terrain but you can look at any geom blend shader included to see how it's realised.

    Tom
     
  39. IamKevinRichardson

    IamKevinRichardson

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    I'm sorry if this is answered already. I searched and could not find anything about it. I created a 4 different texture maps for the compose splats section and it is working perfectly. I am wondering if there is a way to add another texture (a 5th one) so I can paint more details on by hand. I tried added another texture and painting it and I am coming up with this problem here... rtpissue.png
     
  40. Kunani

    Kunani

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    Will this solve the 'white dot' leaf issue in Unity5 using deferred rendering?
     

    Attached Files:

  41. hopeful

    hopeful

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  42. tomaszek

    tomaszek

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    RTP is meant to render 4 or 8 layers. 5 can cause problems. If you need some additional detail on the surface here and there (ocassionally) - refer to my geom blend feature and video. You can cover some parts or terrain with sticked geometry (think "RTP decal").

    Tom
     
    Eric2241 likes this.
  43. camel82106

    camel82106

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    Hello,
    I wanted just to inform You. That with latest patch 5.0.1p1. There is problem with this line:
    PropertyInfo info = terrainDataType.GetProperty("alphamapTextures", BindingFlags.Instance |BindingFlags.NonPublic);

    Not sure if it would be fixed with automatic script updater, that haven't launched for me...
    It's related to this line of release notes:
    Terrain: TerrainData.alphamapTextures is now public.

    I have just changed BindingFlags.NonPublic to BindingFlags.Public to get it working. Of course it could be now accessed directly.

    Regards
    Peter
     
  44. tomaszek

    tomaszek

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    Hmmm, I wasn't aware... Till now I had to access this using C# reflection. If it's public now - it's just better, the problem is that I've submitted RTP3.2e without taking this into account, but it's still pending the review, so I can resubmit it today again with your suggestion. Thanks.

    Tom

    EDIT: I'll hold with submitting this, as you're refering to patch release which is not official version (I thought you're refering to 5.0.1f1). I'll do it as soon as new version is out because I don't want to force my current users upgrading to p1 and I can't make it conditional in script (there is no #if UNITY_5_0_1p1 keyword available).
     
    Last edited: Apr 16, 2015
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  45. AdamGoodrich

    AdamGoodrich

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    I made that change manually and am running on 5 p1 - its looking pretty cool :)
     

    Attached Files:

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  46. CodeMonke234

    CodeMonke234

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    How do you control specularity when using the global colormap?
     
  47. tomaszek

    tomaszek

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    Do you mean in a mode when global colormap is used alone for color at far distance (no detail color at far distance option in LOD manager) ?

    Tom
     
  48. CodeMonke234

    CodeMonke234

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    Yes - exactly
     
  49. tomaszek

    tomaszek

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    In such mode we don't have control over specularity there. It's supposed to be zero. In new deferred it might be hard to control, because it relies on Unity's PBR model which makes material a bit shiny (at small viewing angles) even if specular color and roughtness is low.

    Tom
     
  50. Licarell

    Licarell

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    @tomaszek - Have you given any thought to substance support?

    Sorry of this has been asked before.