Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Relief Terrain Pack (RTP) v3 on AssetStore

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

  1. mite51

    mite51

    Joined:
    Jun 25, 2015
    Posts:
    23
    Thanks you very much, its working just as I had hoped. My knowledge of shader terminology is non-existent, so knowing that you refered to this as "coverage" helped. Once I commented out the "#define WNORMAL_COVERAGE_X_Z_Ypos_Yneg" from "ReliefTerrainPMTriplanarStandalone" it started to work ;)
     
  2. amasinton

    amasinton

    Joined:
    Aug 12, 2006
    Posts:
    137
    Does RTP render terrain to the Background?

    I'm using Tenkoku (awesome asset) for the sky and the sun always sets in front of my distant mountains (see attached screenshot). The sun object should be rendered before the terrain, so that, no matter where the object transform is, it is always rendered behind the terrain (when it's low on the horizon). Right now it sets in front of the mountains (which are 9-10km away from the camera in this shot) and behind the foothills (which are maybe 7-9km away).



    The Tenkoku developer is wondering if RTP might be placing some part of the terrain into the background queue or something.

    Any ideas?

    -- Anthony
     
  3. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,676
    Something similar was reported in relation to the Time Of Day sky plugin. The cure there was to be sure the god rays effect was placed at the end of all image effects.
     
  4. scwe

    scwe

    Joined:
    May 13, 2013
    Posts:
    11
    Hi can you tell me if this program works with Suimono V2.1 and also Skymaster. Thanks
     
  5. Elowan

    Elowan

    Joined:
    Aug 14, 2013
    Posts:
    106
    Hi there,

    I need to prepare some textures and heightfields for a client, who works with RTP Shader.
    Latest version seems to support PBR / PBL, I got some questions regarding this topic:

    From what I´ve read, detail textures got gloss map in the A channel and should come along with normal and heightmap.

    What about the 'Global Color Texture' aka the base-texture, that covers the whole terrain?
    Should gloss also be stored in the alpha channel? Should it also be an albedo map (aka light/shadow cancelled out)?
    What about extra AO maps? (in PBR workflow you do not bake it into the colormap, so is there a shader slot for it?)

    For specular, you can not assign a texture, but use a slider/value instead?

    Oh - and just to clarify and verify:

    Which PBR model is used with RTP? The spec/gloss or rough/metal?
    (should be spec/gloss, right?) The gloss (aka microdetail) looks pretty dark (in case of rock)
    when compared to a gloss map in toolbag2. So I guess the 'RTP gloss' is
    what would be a roughness map (inverted gloss) in TB2 terms?

    What is the best way, to preview textures?
    Do you have some settings for Toolbag2 or extra substance shaders, to make sure it
    will look same/right in untiy5 RTP shader, like in the texture-creating-tool?


    Best regards
     
    Last edited: Jul 10, 2015
  6. BurningSky

    BurningSky

    Joined:
    Jun 11, 2015
    Posts:
    5
    I don´t know if this was reported already but I experience this bug with v3.2 bug.PNG
     
  7. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Give me exact setup you're using. Is it forward, deferred ? How many layers. Tessellation ? LOD manager setup preferably. It looks like something's wrong with depth write. When you're close to these mountains sun is palced correctly behind them, only far away is problematic ? I don't know how Tenkoku is designed anyway. Does it rely on depth buffer. What if you place any mesh with different shader that far and if then sun is placed correctly. Can you check this ?

    Tom
     
  8. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    I can't tell for sure, but I can tell what RTP odes. It takes the mesh provided by Unity terrain system and uses custom advanced shader for rendering it. So - generally it should work as far as Suimono or Skymaster doesn't do anything special about rendering the scene. That's rather question for their authors. Anyway - RTP can be used on terrins as well as regular meshes, so I don't see the reason it can't work with some specific scenario.

    Tom
     
  9. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Well, many professional questions asked here, let me sort them out separately.

    Global colormap RGB can store store more than only basemap. You can bake a bit of AO there (would work permanently and does influence all lighting, not only ambient lighting). So - it's a bit fake AO, but can improve over results when looking on terrin from far distance. Globalcolormap can be mixed with detailmaps at far distance, too (tining them or replacing them). So - global colormap might be used to store some satellite image data, too. On my example scene I multiplied a bit of lighting there, too (that's correct for one light dierction only though). Additional colorization for some parts, yes store it there. Alpha channel of global colormap has quite different meaning. Don't make it (leave it blank or white).

    RTP does not have AO info used. It comes from self-shadowing only with Parallax Occlusion Mapping of details only.

    PBR implementation in RTP is not "standard" one. Gloss (it is gloss aka smoothness, it's not roughtness) is taken from alpha of diffuse color. Then per layer we can control it - its range, shape, we can multiply it to finetune smoothness.

    Specular is multiplier of specular reflections (from lights). It's not energy conserving model where white specular means - we skip albedo and fully reflect the environment then. User need to tweak values so they follow physical correctness (esp. to not overbright output). Still - RTP is PBR in terms of normalization of specular term (refer to my pdf documentation - link on my assetstore product page - it's described there).

    So - in general, it's closer to metallic setup, because we can't have specular color completely independent from diffuse(albedo) color. We can, however tint specular term with albedo color with one controller (slider in RTP inspector - per layer).

    In deferred I use Unity's lighting PBR, this case I output gloss from diffuse texture alpha channel (affected by my finetune controllers per layer). I output specular color which is white multiplied by my spec multiplier, tinted by albedo (optionally) and then multiplied by master spec output color (RTP/Settings/Main). Then at Unity side it's like specular setup.

    It's not calibrated for TB2 or even Unity, but user can tweak it per layer (gloss multiplier / shape slider).

    To work effectively on specular output (which PBR is all about) - turn brightness of layer down to zero - you'll see only specular term - then you can finetune this per layer. If your gloss is too strong - you can simply multiply it gently down as well. If shape is not correct - use shaping. So - you can prepare gloss data not that perfectly finetuned like in ase of Unity Standard Shader. I know that it can run fast - value from texture is input for PBR, but callibration can be nightmare (going back&forth to image software). That's why I'm rather on side to add a few more ops in shader - that's not expensive that much at all for esp. desktops, but make life of artists easier.

    ATB, Tom
     
  10. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    I don't know the context of this screenshot. What's this ? Extreme close-up with POM shading or far away from the top. Could you place it in some context and tell me how have you get this result ?

    Tom
     
  11. Elowan

    Elowan

    Joined:
    Aug 14, 2013
    Posts:
    106
    Hey Tom,

    thank you for quick reply! Now I see, PBR implementation is not a standard one, hehehe ;)
    So white = full glossy surface, right?

    Now, for the color map of Global texture - you suggest to bake in some AO, which I think I will do then, since
    there is no explict shader slot for it and it´s not standard PBR anyways. Alpha channel should be empty/white, is that correct?

    Previewing in other apps is not too critical, because RTP shader allows for a lot of tweaking inside of unity, which is pretty awesome, I think. Like you said, no switching back´n´forth between apps.


    Best Regards
     
  12. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Global colormap alpha = white - correct. For no channel present (DXT1) it's considered to be white as well.

    Tom
     
  13. scwe

    scwe

    Joined:
    May 13, 2013
    Posts:
    11
    Ok great thanks Tom for the quick reply :)
     
  14. chuckyluv869

    chuckyluv869

    Joined:
    Sep 25, 2013
    Posts:
    51
    Hey Tom, I'm having the same problem with RTP tiling the terrain textures 1x1. I've tried all the things you suggested for protopop and I did some other experimenting to help narrow the issue. Nothing has led me to a solution and I've spent hours on trying to get it to work.

    Initially, I had both RTP and Terrain Composer imported and in use in a project but in an effort to isolate the issue I opened a new project with just RTP. I created a terrain and added only one texture layer to it for simplicity (I did try this with 4 and 8 layers as well).

    When I assign the texture to the Unity terrain it automatically sets the tiling at 15x15. After I add the ReliefTerrain script to the Terrain it loads the _TRP_LODmanager game object/script and makes it active. As soon as I switch off that game object the tiling is changed to 1x1.

    I can not adjust the tiling by using the Settings/Main/Main Settings size fields. No matter what I type in there it doesn't update the sizing. Even after I select Refresh All in the Relief Terrain script or Recompile Shaders in the RTP LODmanager script.

    I can adjust the tiling by going back into the Unity terrain script settings and adjusting the tiling in the Edit Textures area. But as soon as I click, Refresh All, or any thing in the Relief Terrain script, or if I click off the Terrain game object... it reverts back to the 1x1 tiling of the texture.

    If I disable either or both of the Relief Terrain or the RTP LOD manager it will still revert the tiling to 1x1 after i reset it to something higher. If I remove the Relief Terrain script from the terrain and set the tiling to something like 15x15, it will stay at that. So, it's something in the Relief Terrain script and how it is interacting with Unity 5.1.1.

    I can re-enable the LOD manager and even select the Recompile Shaders button and it will leave the tiling at 15x15. As soon as I add the Relief Terrain script back to the terrain, it reverts the tiling to 1x1 again. This means I can not use this product at all at this point. Please help! I really want to use this in our project.
     
  15. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    You've got the same issue other have with RTP3.2g and Unity 5.1.1 probably. Go to Unity terrain settings (this small gearbox tab in _Unity_ terrain component). Select material type to Custom in drop down. RTP should start react - simply now terrain doesn't use RTP shader I guess.

    Tom
     
    Dreamaster and chuckyluv869 like this.
  16. Jarek-Defiler

    Jarek-Defiler

    Joined:
    Feb 6, 2015
    Posts:
    64
    Whenever I try to change any tile setting such as UV or Perlin, it keep reverting the Base Map Distance to 0 so everything turns into basic colors rather than showing the actual textures. o_O
     
  17. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Basemap distance set to 0 is needed in 8 layers mode, so it doesn't mean error neccesarilly, but probably you have the same problem above user has - go to Unity terrain settings and set material type to custom. Then refresh all in RTP.

    Tom
     
  18. chuckyluv869

    chuckyluv869

    Joined:
    Sep 25, 2013
    Posts:
    51
    That was it!!!!

    Thanks Tom!!!

    -Chuck
     
  19. BurningSky

    BurningSky

    Joined:
    Jun 11, 2015
    Posts:
    5
    Nevermind. Because I don´t use parallax textures I ignored the setting and didn´t notice the initial "Extrude Height" was set to 0.05. Thank you for the help.
     
  20. Jarek-Defiler

    Jarek-Defiler

    Joined:
    Feb 6, 2015
    Posts:
    64
    That was it! Thanks for your help and patience, but now I have another problem.

    I have a splat map set up for assigning proper RGBA channels. Now it worked great with RTP, but when I try to adjust the tiling scale in the perlin settings, it does it underneath the splat layers...if that makes any sense. Basically what I'm seeing is tile movement underneath all my textures rather than the textures themselves changing. And it's spread across the entire terrain.

    The only way I can change the textures tiling is if I adjust the tile size under the main settings; however, this changes all the textures size rather than just the one I want to work on.

    Hope I explained that well enough. Thanks again!
     
  21. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Tiling of detail textures is shared across all layers. You can independently change tiling in UV blend per layer. In perlin settings you change tiling of poerlin noise normals applied to the whole surface. Refer to my pdf. This will answer a lot of your potential questions.

    Tom
     
  22. Jarek-Defiler

    Jarek-Defiler

    Joined:
    Feb 6, 2015
    Posts:
    64
    Awesome, thanks!
     
  23. DivergenceOnline

    DivergenceOnline

    Joined:
    Apr 19, 2015
    Posts:
    244
    I'll ask again.

    If you're unwilling to fix the problem, would you at least be willing to scrape the garbage out of a scene file I have that's standing in my way?
     
  24. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Definitely I am willing to solve the problem, at least try to put some button like "remove unreferenced objects" in RTP/Settings/Main. However, I haven't time to look into the issue. It might be possible on my side or might be be not. Hard to tell how long it will take to fix.

    and honestly I feel pushed here...

    Tom
     
    Don-Gray likes this.
  25. stationx

    stationx

    Joined:
    Jul 9, 2012
    Posts:
    251
    Directx 11 on windows in RTP can. I just did :)
    But indeed this one is a techdemo.
     
  26. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    From RTP3.2 it _has_ anio filtering everywhere. Parallax efects are limited in range, because they won't be seen faraway anyway it would be wasting performance and RTP works on built in Intel GPUs pretty decent, no need to use GTX970 as far as you don't tessellate terain to this crazy level ofr details. Tessellation gives us correct silhouettes though (which POM can't ).

    Tom
     
  27. rpg_gamer

    rpg_gamer

    Joined:
    Nov 28, 2012
    Posts:
    214
    Hey there I have a question about rtp holes. I have created some holes on my terrain, like the video on youtube you have up, and when my player is in scene, and walks over the holes (I can see the holes) he is still able to walk on top of the holes as if there is a collider. Do you know what might cause this problem? Thanks
     
  28. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    You need to properly setup it with script. Check if your collider (player controller, other object with rigidbody) is placed at the top of object hierarchy. Once user had the same problem with more complex setup with his car - tweaks to collider resolver script were needed there. Check with Unity's 1st person controller like in my example or with simple object with rigidbody attached. It should work in newest RTP3.2g and Unity5.1.1

    Tom
     
  29. Lasse-Loepfe

    Lasse-Loepfe

    Joined:
    Mar 28, 2014
    Posts:
    29
    Hi,
    congratulations for a great product.
    However I'm running into an issue that's driving me crazy:
    As shown on the screenshot below, I get sort of a "shadow" within the near distance radius. Especialy the low parts of the heightmap don't seam to get any direct light. I've been playing around with parameters, but was not able to solve this.

    P.S: Sorry if this question has been asked before, but 69 pages are to many to read them through all. I think a proper forum with seperate topics would benefit everybody, users and developer.
     

    Attached Files:

  30. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    I see 2 possible reasons:
    1. your normalmaps haven't been selected and combined in pairs (llok atcombined textures tab - normals - there should be merged normalmaps). Is there any problem with your normalmaps ? unmatching sizes, etc.
    2. I saw such problem in deferred in Mac (openGL) in game view when POM self-shadowing has been enabled. But in such case I haven't any idea how to fix it. You would need to switch to forward or not use POM self-shadowing feature

    Tom
     
  31. Lasse-Loepfe

    Lasse-Loepfe

    Joined:
    Mar 28, 2014
    Posts:
    29
    Hi,
    wow, that was quick.
    Normal and heightmaps are all the same size, merged normal maps are there and look ok.
    I'm working on windows in forward mode.
    as you can see in the attached screen-shot, terrain orientation affects the "shadow"...
    Thanks for your help
     

    Attached Files:

  32. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Do you have POM self-shadowing enabled ? Give me your exact setup and LOD manager setup. Maybe I could reproduce the issue.

    Tom
     
  33. Lasse-Loepfe

    Lasse-Loepfe

    Joined:
    Mar 28, 2014
    Posts:
    29
    The issue happens at any LOD level, form POM-self shadowing to Simple.
    Attached all the set-ups, hope you can see something I did worng :p
    Thanks
    Lasse
     

    Attached Files:

  34. Lasse-Loepfe

    Lasse-Loepfe

    Joined:
    Mar 28, 2014
    Posts:
    29
    ok, dissabeling normal maps removes the shadow, it would be nice to have them though...
     
  35. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    I thought you had global normalmap turned on, but instead - you've got advanced global colormap blending. Do you need it or turned on temporarily when testing LOD features ? Of course - leave it when you're aware and really need it but it's rather sepacialised niche feature which is not quite cheap on GPU (if you care).

    What do you mean - disabling normalmaps helps then ? I believe that your detail normapmaps must be the reason (or global colormap advanced blending may interfere - then I need to look into code and maybe fix something).

    Tom
     
  36. Lasse-Loepfe

    Lasse-Loepfe

    Joined:
    Mar 28, 2014
    Posts:
    29
    Hi, it defenitifly has to to something with the normal maps. If I remove the normal map of a given layer, shadows won't be drawn on terrain where this layer domintes, but on others yes.
    disabeling global colormap advanced blending did not affect the problem, but I'm still glad you mentioned the performance hit, it was checked basicaly to see what it does and then forgoten.

    Lasse
     
  37. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Try with my example textures and compare with yours. It probably is something there.

    Tom
     
  38. Lasse-Loepfe

    Lasse-Loepfe

    Joined:
    Mar 28, 2014
    Posts:
    29
    Hi,
    latest guess is that it has to do something with terrain composer integration. If reasigning textures there the terrain would reset the old textures when entering play mode. When assigning the textures (incl. normal and height maps) directly in the inspector, the problem dissapeared.
    Thanks for taking the time to help me.
     
  39. Tethys

    Tethys

    Joined:
    Jul 2, 2012
    Posts:
    672
    Greetings,

    I just did a fresh import of RTP and am getting the following error:
    Shader error in 'Relief Pack/ReliefTerrainPMTriplanarStandalone': maximum temp register index exceeded, on more than one shader. The planetary triplanar standalone had this error on import and I simply deleted the shader. Same with ReliefTerrainPMTriplanarStandalone_geomblend. I also cannot enable a number of things in TriplanarStandalone shader without getting this error. Strange, didn't have any of these on the last version (did a fresh import because RTP had updated and when I tried to simply update the existing instal had some errors). If I turn on #define RTP_HEIGHTBLEND in ReliefTerrainPMTriPlanarStandalone, the shader turns pink and I get the error. I also get the same error if I enable wetness with the define and uncomment the settings for it.

    One other thing - when I enable DX11 this shader causes white artifacts all over my voxel terrain (using Terrain Engine from Dyox here in the community). When my SE Bloom and Lens dirt is on it freaks out and there are dancing white lights everywhere. :p After turning the lens effect off I can see there are little white spots on the terrain(almost like its the bottom of my skydome, that is white, is sparkling through in places). Also, it creates all kinds of white flickering boxes on terrain in the distance. If I switch to the ReliefTerrainPMTriplanarStandalone Tessellation(Phong) material and set the TessSubDivisions far and close to 4, the white dancing boxes go away on the distant terrain, but still have the sparkling ones on the terrain close to the camera. Anywho, wanted to let you know about this and see if there were any tips if someone had reported this before. Thanks for the great product, we are going to look into Uber after your next optimization round goes live (we use Alloy as well).
     
    Last edited: Jul 16, 2015
  40. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    For DX9 it's not much I can do. Unity changed shader compiler from Cg to HLSL which allocates temp registers different way. Even Unity can't fix it (it's Microsoft compiler). So - you can try to decrease features used that's the only option (if working). Anyway - what's the Unity version you're refering to ? On my 5.1.1f1 RTP imports w/o errors as far as I know.

    DX11 with tessellation can cause tearing - not only on voxel but also on regular terrain which is composed with separate mesh patches. They don't stick together 100% (differences on 0.000000001 place probably). So then tessellator works it can throw single pixel holes in it. I haven't found workaround for this. Only one I could advise is to put some low poly proxy below terrain with dark surface to not let skybox go thru "pixel holes".

    Tom
     
    Tethys likes this.
  41. Tethys

    Tethys

    Joined:
    Jul 2, 2012
    Posts:
    672
    Hi Tom, thanks for your reply and tips. I am on Unity 5.1.1f1 and will try to sort this out. Thanks again for the quick response!
     
  42. Tethys

    Tethys

    Joined:
    Jul 2, 2012
    Posts:
    672
    Ok Tom, still having a weird issue, maybe by me providing a little more info, you might have an idea of what is causing this issue.

    First off, I got wetness to work, as well as vertical texture by of course switching my project to DX11. It looks awesome, ty so much for those features and your suggestion.

    I have read through the documents but just don't understand what the problem is here. Maybe I missed something while going through the docs. Anywho, here is the situation.

    I am using ReliefTerrainTriPlanarStandalone shader, with project on PC in DX11 mode so that I can use the features like Wet and vertical texture. Unity 5.1.1f in linear and deferred.

    I am not using Tessellation, However... I am still having the issue with dancing boxes all over the distant terrain, which of course drives my bloom nuts (I have it turned off for now). I have noticed it is a distance thing.... if I increase the near distance fade start to go beyond how far my terrain is, it goes away (which of course is not acceptable since we want this functionality). I wonder though, by knowing this tidbit, can it lead you to a conclusion as to what could possibly cause these dancing boxes. In addition to this description I am providing a screen-shot for you. Initially, yesterday before I tried to solve the issue the dancing boxes were white. Now they are black, not sure if that helps. Anywho, also if I turn my project back to DX9 it fixes the problem but of course then the shader turns pink if I do not comment out vertical texture and wet defines and parameters (which we want). I really want to use this shader as I have been experimenting with it for the last 6 months in my project, but MUST solve this issue in order to use it the way we would like to. Here is that screen-shot (Edited to include more screenies):

    **UPDATE** - I discovered with more poking around that the little black boxes are made larger with the DepthofField effect on (DX11 or disc). Even with the lens effect off they still show up everywhere, which in turn sets off SE Bloom. However, if on my camera I turn off HDR option, the black boxes no longer show up all over the terrain. Also, if I simply leave everything the way it is (lens effects and hdr on) and switch to another developers TriPlanar shader, the black boxes go away and my bloom is fine. Hope this helps, seems to have something to do with HDR being set to on, on the camera, at the near distance fade range and beyond. Decreasing the distance brings the black boxes closer, increasing it moves them further away.



    And 2 more with no environment stuff:



     
    Last edited: Jul 17, 2015
  43. sfratini

    sfratini

    Joined:
    Feb 21, 2014
    Posts:
    1
    Hi! This is truly outstanding. I can't seem to find how it handles mobile. Can you use some of this features? Thanks!
     
  44. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Mobile version will be separate product as I need to rewrite it with another set of features.

    Tom
     
    sfratini likes this.
  45. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Give me exact setup of postFXes and lightng/camera setup. I'll try to reproduce it on my side in HDR and see. Maybe clamping output from RTP will help. I barely remember but I guess somebody had such issue before (dig into the forum 69 pages...). But still I don't get why boxes are alrger than terrain that potentially causes the issue.

    Tom
     
  46. Tethys

    Tethys

    Joined:
    Jul 2, 2012
    Posts:
    672
    Hi Tomas, thanks for your patience and help.

    I should have mentioned earlier, I am using Alloy. I went ahead and disabled the Alloy Deferred replacement shader just to see if that was it but it was not the solution.

    Here is my setup:

    Main Camera with HDR checked on.
    Depth of Field set to DX11 mode (has same effect in Disc mode though as well).
    SE Natural Bloom and Dirty Lens
    StandaloneTriPlanar material (not using the tessellation one)

    With all things turned on, crazy bloom cannot see anything or navigate environment. Turn off SE bloom and boom, you can see what's causing the bloom are the dancing black boxes on the terrain. If you turn off Depth of Field it makes the black boxes smaller, but they are still there dancing all over the distant terrain (just look really close heh, they show up and dance with rotating the camera).

    If you enable SE bloom back on at this point, boom, bloom artifacts show up where the black boxes are. Turn off both lens effects and the small black boxes are there - turn off HDR on the camera and all black boxes go away. At this point I can re-enable my two lens effects and everything looks fine, except I have no HDR which Time of Day and Se Bloom doesn't like and tells me so. I have also tried this obviously with another shader and it doesn't have issues, and also I have disabled my Time of Day lighting just to make sure that wasn't it. Seems to keep coming back to, even with a bare bones setup like Camera with no effects on it and set to HDR, dancing black boxes on distant terrain (they are smaller without DOF but still there). As far as my material settings go, I tried to capture most of the settings in the three screen shots from the previous post. My near distance fade start is set to 180 with a fade length of 40 (And it happens on everything at 140 and beyond). And of course if I switch to DX9 mode this all goes away, so its also something tied to DX11. I have confirmed I am in DX11 mode through the editor log and also the top header area of the application says "PC, Mac & Linux Standalone <DX11>.

    Also, when HDR is turned off, I can see that the boxes appear over areas of the terrain that are "sparkling" in the distance - some kind of spec effect. No amount of parameter tweaking seems to remove this distant sparkling that is happening on the terrain. Also, fyi, if i use the standallonetriplanar example material you included to use with the example scene, that material also features that distant sparkling problem. If I change the near distance fade length to go beyond the distance of the terrain (for example, NDFS is 60, NDFL is 240 and my terrain renders 200 units out) they go away. I can put gold ore prefabs on the terrain, or silver, and it doesn't shine as bright as these specular artifacts. I also made sure the Alpha channel for all of my detail textures was set to black and Unity is finding said channel on import.

    Hope this helps. Also, just wanted to say sorry for making more work for you, I know you have put a lot of time into the recent Uber update - thanks for your dedication and wonderful products!

    Night shot showing white sparkling on edges of terrain in distance (all camera effects turned off, HDR turned off):
     
    Last edited: Jul 17, 2015
  47. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,079
    I'm using world composer and RTP, when I use world composer and create terrains I have no problem but when it adds RTP to terrains it looks like below pic (image texture doesn't show and terrains edges isn't match together)

     
  48. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    If you don't use tessellation I believe your terrains don't have neightbor script attached. I mean adjanced terrains need to "know" their neightbours and this can be set via script (http://docs.unity3d.com/ScriptReference/Terrain.SetNeighbors.html). I thought WorldComposer has this scripting functionality implemented.

    Tom
     
  49. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,079
    But neightbor script is attached! I've deleted RTP and created terrains again in world composer and everything works. but after Importing RTP again when I create terrains it will add RTP to terrains and looks like that pic.
     
  50. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    Hmmm, makes no sense to me as far as you don't use tessellation. In tessellation textures with height&normals for adjanced terrains might not fit. In case of no tessellation - there is absolutely no reason for this to not work - I simply does not change vertex position in shader...

    The reason must be somewhere over neightbor scripting I believe (overriding callls to terrain.SetNeightbors ? That's the only thing I can think of).

    Create terrains in WC w/o RTP. Then import RTP and setup parameters for terrains manually (attach ReliefTerrain compoenent to each terrain object separately).

    Tom