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Relief Terrain Pack (RTP) v3 on AssetStore

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

  1. reocwolf

    reocwolf

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    No. That was me trying different settings to see if it made a difference. I just tried again an it doesn't work. I'm going to start a new project and see if it makes a difference.
     

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  2. reocwolf

    reocwolf

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    Apparently it had something to do with my project.
     
  3. tomaszek

    tomaszek

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    I'll do my best for this year. But I'm only a human... Jobs, affairs, family, mortgages, bills, repairments. Ya know :).
    Anyway - mobilewise version - let's say - "alpha"release would have very limited options. I'll only try to squeeze very core functionalities so it works:

    1. in one pass
    2. for low end machines - 4 layers only
    3. for better ones - maybe 8 via some atlasing maybe
    4. no POM, fancy dynamic water.

    Tom
     
  4. gecko

    gecko

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    I would be ecstatic just to have 4-splat heightmap blending that runs nicely on mobile.
     
  5. Hanssteffen

    Hanssteffen

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    Hi Tom,

    i´ve bought RTP and it works great. I´m an artist and not a programmer, that´s why your videos were very helpful. What I miss, is a Video about your water shader. I´v implemented the shader and it looks strong, but is it possible to use the shader for a river with foam or something like this affected by the heightmaps or real objects? And is it better to use your shader on a extra river-mesh?
     
  6. tomaszek

    tomaszek

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    My water shader means only "surface water", so for anything deeper you need to use separate transparent geometry like classic water is.

    Tom
     
  7. Mick21

    Mick21

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    I baked normals from sculpted high poly mesh (projected on plane). Bad idea? Should I prepare low res terrain but not just plane and then bake details?

    here is my example
     

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  8. tomaszek

    tomaszek

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    The idea is fine, but the platform should be there on the hires model before bake. Global normalmap should have resolution high enough - at least at resolution of terrain heigtmap used.

    Show me the problematic platform on your global nomalmap, I see only mountains and erosion features. Your platform must be there on global normalmap.

    Tom
     
  9. Mick21

    Mick21

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    Ahhh now I get it. I made the terrace by hand in unity editor after baking normals! I'll rebake maps and share my results.
     
  10. jcuzens

    jcuzens

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    I have a small issue where after RTP is installed on my terrain and I go back and paint with the standard paint tools whenever the terrain will turn pink as I'm actually painting and then return to normal after I mouseup. Anyone else experience this? Is this a known issue?

    Thanks,
    Jarrod
     
  11. jcuzens

    jcuzens

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  12. SkermunkelStudios

    SkermunkelStudios

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    Hi, I seem to be unable to bake any lightmaps for my Terrain. I am running Unity 5.1.3 and the latest version of RTP (3.2i), but whenever I set the Terrain to bake Lightmaps it freezes on "5/11 Clustering" even if I'm only baking the Terrain and nothing else. Im not sure if I'm perhaps doing something wrong or setting it up wrong, please any help on the matter would be immensely appreciated.

    Thanks in advance for any advice that anyone can shed.
     
  13. tomaszek

    tomaszek

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    Sorry, I can't tell. It's rather some problem with Unity GI I guess... :(. Try to remove RTP component before baking to check if it does matter for GI baking - I mean bake it with standard terrain shader.

    Tom
     
  14. InfiniteDice

    InfiniteDice

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    Hi Tom, I have an issue... I build the project with dx9 and dx11 selected in the LODmanager. When I load the game on my dx11 machine it's fine, when I load it on my dx9 machine the terrain is all red. Does the shader fall back to dx9 automatically or do I need to make a dx version chooser in my game before it loads the main scene?

    Thanks.
     
  15. tomaszek

    tomaszek

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    If you use DX11 specific features like tessellation there is no fallback I'm afraid. Otherwise it whould work on both platforms, but... DX9 HLSL compiler introduced in U5 (replacing ol' good Cg) has issues with teomporary registers assignment and some variants can't be compiled anymore for DX9. So - you need to run editor in -force-d3d9 mode and check. Then you'll be probably forced to reduce some features (like POM or triplanar).

    Asked Unity about it - Aras said it's Microsoft made HLSL compiler and they can't fix it.

    Tom
     
  16. wolfen231

    wolfen231

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    Hey tomas,

    Can you clarify something for me? I may have misunderstood this line the description

    "Includes new standalone RTP shaders that works out-of-the-box on any mesh including Voxel Terrains solutions (while any simplistic mesh with normals is enough)."

    I read this as it including the relief shaders pack (https://www.assetstore.unity3d.com/en/#!/content/5705). Was that an incorrect interpretation?

    Anyways, still loving this tool. Thanks for all the hard work!
     
  17. tomaszek

    tomaszek

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    RSP is separate pack. It's obsolete anyway (U4 only), because UBER is successor of it. RTP has shaders (standalone, so they have not that nice inspector UI like RTP component on terain has) that can be used on any mesh - triplanar, so you need only to have a mesh with normals.

    Tom
     
  18. wolfen231

    wolfen231

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    Ahh. Thanks for pointing out the UBER set. I had seen them but I didn't realize the RSP was obsolete (in terms of Unity versions). I didn't read that well enough. Glad I asked and glad you always answer questions.

    I will be picking up UBER now haha. Thanks Tom!
     
  19. TDH_DrThirteen

    TDH_DrThirteen

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    Hey,

    I tried assigning height textures per script like this:

    FindObjectOfType<ReliefTerrain>().globalSettingsHolder.Heights[0] = hillTextureHeight;

    The problem is not that it doesnt get assigned but it seems like it isnt possible to recalculate the heighttextures. It seems to be doable with the normals though.
    Is there anything I'm missing?
     
  20. tomaszek

    tomaszek

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    If you assign single detail height texture it will have no effect until you actually combine all textures (0-3 or 4-7) into one and set them as combined texture. It's HeightMap or HeightMap2 variable. Combining is straightforward - textures 0-3 go to RGBA channels., you can analyze my part of code that is responsible for this. Then calling anRTPinstance.globalSettingsHolder.RefreshAll(); will do the rest refreshing material.

    Tom
     
  21. kaarme

    kaarme

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    This might be a dump question but can I get specularity with legacy deferred? I just downloaded lux. What do I do?
     
    Last edited: Sep 14, 2015
  22. tomaszek

    tomaszek

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    What's the reason you'd like to use legacy deferred ? New deferred is more drawcall wise. Actually this should work. You put legacy deferred lux shader in graphics settings and disable PBR fit in deferred in LOD manager. What version of Unity and RTP do you use ?

    Tom
     
  23. kaarme

    kaarme

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    RTP3.2i, Unity 5.2.0f3
     
  24. kaarme

    kaarme

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    It's now on deferred (not legacy) and looks good. Thanks!
     
  25. ksam2

    ksam2

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    If you could add "Bleach Bypass" and "Contrast" effect under Brightness and Saturation option on : Setting/Main menu that would be cool.
    For example I need to increase bleach bypass on my terrain but don't want to do that on camera because my character shaders (like skin and cloth) have enough bleach and contrast but terrain still need a little more Contrast and Bleach Bypass effect.

    Is there anyway?
     
  26. astrand130

    astrand130

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    Try Checking the linear color-space checkbox in the LOD Manager if you are in in Unity 5. (I had the same problem a while ago and was checking the forum for another problem)
     
  27. ksam2

    ksam2

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    No I need to apply more contrast and bleach bypass to my terrain (That makes my terrain looks better) but I don't want my other objects get any contrast and bleach bypass effect. so in that case RTP can have them and it would be helpful as Brightness and Saturation options on : Setting/Main menu.
     
  28. gecko

    gecko

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    I"m having a weird problem after adding an RTP terrain to my scene: My player-character flickers blue. Not the entire mesh, just certain tris (about half of them). It happens with RTP in SIMPLE and PM LOD modes, but not with CLASSIC, and it stops happening if I swap in a normal Unity terrain. It's an intermittent flicker, usually appears every 3-4 seconds, whether the PC is moving or stationary -- but it stops happening if I disable the animation component on the PC. Any ideas?
     
  29. tomaszek

    tomaszek

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    ??? RTP shader is independent object. I see no reason it might influence any other mesh apart from terrain surface. I can't advise while I can't reproduce this weird behavior...

    Tom
     
  30. gecko

    gecko

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    yeah, it doesn't happen when I put my model in your sample scenes. But I found out one thing: The mesh flickers blue because the camera's Background Color is set to blue. If I change that to red, then the mesh flickers red, and etc. Unfortunately, changing opacity of the background color doesn't have any effect. There must be something odd about my scenes which would create this problem in conjunction with RTP (because it only happens with RTP terrain)....

    EDIT: And when I remove the terrain layer from the camera culling mask, the problem goes away.

    EDIT2: And...it goes away when I remove Suimono water from the scene. Argh. Does that give you any ideas? I'll go ask the Suimono developer if he has any.
     
    Last edited: Sep 16, 2015
  31. Innom

    Innom

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    This looks absolutely amazing, but I'm curious whether it's possible to use in a spherical world to build planets and moons which can be zoomed right in on (think procedural sandbox universe where you can "land")?
     
  32. Autarkis

    Autarkis

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    Hey Tom ( or anyone else that might know what im looking for :) )
    Trying to find where I could set up the far blend replace distance on the UV blend settings, can't seem to figure out where I could change it ( or is it somewhere as a fixed value in one of your scripts? that's what seems likely.) if so, would you mind pointing me towards the script/lines that I would adjust for this? Thanks!
     
  33. tomaszek

    tomaszek

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    In old good times when Planetary Terrain plugin was supported I made sepcial version of RTP shader that uses 4 detail layers, triplanar and 2 global maps (color, normal) when you've got your platent UV mapped cylindrical. So it is still in the package with example scene (mesh taken from Planetary Terrain output), but I don't actively support it. It's RTP rather than RPP.

    As far as I remember "replace distance" is "far distance" that's set on perlin normal tab.

    Tom
     
  34. Autarkis

    Autarkis

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    Thanks Tom ( anyone stumbling into this looking for it too, it's also controlled by the distance start in main settings > near distance values)
     
  35. camel82106

    camel82106

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    Hello,
    after upgrading to Unity 5.2 I'm getting this problem:

    As you see everything that is drawn as near distance is black. I have tried to reimport newest version of RTP.
    After this, I get near terrain drawn. (rtp lod manager settings are overriden on reimport) But after I just recompile shaders without any changes. It gets black again.

    I have tried different settings of lod manager but still near terrain was black. Do you have some idea or guidance?

    It could be related with RTP upgrade to latest verson (I have upgraded RTP because upgrade of unity) or with Unity 5.2 version. I will wait for tip. And than I could try to revert project before upgrading RTP and Unity to 5.2. And try it without RTP upgrade.

    Update:
    I get same result without upgrading of RTP. So only unity version is changed to 5.2 and as a result I have black terrain in near distance.
    Thanks
    Peter
     
    Last edited: Sep 17, 2015
  36. VicToMeyeZR

    VicToMeyeZR

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    When you upgrade RTP, depending how old the other version was, you usually have to remove ALL references to DTP in the scene. This also includes changing the material on the terrain back to default from the one RTP creates. Then start over.
     
  37. tomaszek

    tomaszek

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    Can't tell what exactly produces this behavior, but I remember haveing such issue as well. But I went into no conlusion on this bwecause after a few Ctrl+S operations, reloading Unity it just started to work... Which is of course no help for you, it behaves strange and unpredictible. Could try with other lighting path or trying to recompile your shaders with atlasing (8layers mode) on/off ?

    Tom
     
  38. camel82106

    camel82106

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    Changing deffered to forward helps. But that's not very nice solution... (I have outdoor scenes, but I had some reason why I choose deffered, although I can't remember it now. Probably one reasons is unity PBS for RTP?)
    I have tried recompilation of shaders, 8 layers in one pass or two pass. Nothing helped.

    P.S.: for Unity 5.2 we may check no specularity to true? It would really help to
     
    Last edited: Sep 18, 2015
  39. Mick21

    Mick21

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    Is there a proper way to save terrains and rtp manager as prefab and import it in other project?
     
  40. tomaszek

    tomaszek

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    You can select no specularity but output will also have no specularity (no mattter forward or deferred).

    I'll try to open again RTP3.2i in U5.2.0f3 and will tell you how it works on my side. But maye you tested example scene as well ? How many terrain objects do you use ?


    Tom
     
  41. tomaszek

    tomaszek

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    Manager state depends on scene state (number of terrain tiles for example) + compiled shader options (RTP LOD manager looks into shader code to see which options are used).

    For storing terrain as prefab - save all textures (combined textures tab) + global maps into assets (so combined textures are not scene objects anymore but persistant project png files). Then drag&drop terrain with RTP component on it into project should make working reusable prefab.

    Tom
     
  42. camel82106

    camel82106

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    Just with some fast test I get this in example terrain scene:

    In my scene I use 4 terrains.

    I have tried to reimport RTP again. And tried example scene again. And it looks like this without compiling shaders:

    After recompiling shaders it looks same as on first image.

    Everything was tested in deffered. In forward it look ok. Only if I look down terrain will darken in jump.
     
    Last edited: Sep 18, 2015
  43. Mick21

    Mick21

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    Hmm I don't know how to transfer shaders or recompile them on import?

    RTP_Manager and Components say:
    "The associated script can not be loaded. Please fix any compile errors and assing a valid script"
     
  44. tomaszek

    tomaszek

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    You need to consider that 8 layers in 4+4 (default shader compiled state after RTP installation on fresh project) will not work at all. You need to recompile shaders with 8 layers mode to check deferred on example scene.

    Tom
     
  45. tomaszek

    tomaszek

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    Can you tell which errors are produced on build ?
     
  46. Autarkis

    Autarkis

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    Hi Tomas,
    Something really weird started happening on the terrain during our day/night cycle ( at night). Some of the terrain textures will become a very bright white/yellow for a little time and go back to its regular textures. When it first started happening it only happened on one texture set, but now it doesnt seem to stop at just one texture.
    white.png

    Any thought as to what is causing this? Originally it looked like it was related to heightmaps ( the terrain texture would display the heightmap in those flashes and you could clearly see them, and I took them off, nothing changed, i was thinking it may be related to spec ( felt like grazing angle spec at some point) and tried everything including checking no spec and recompiling the rtp shaders, and obviously didn't work.
     
  47. Mick21

    Mick21

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    I'm sorry I bothered, it was other plugin that threw errors. I managed to transport everything in one package.
    All settings seem fine! However after import perlin normal doesn't work :(
     
  48. tomaszek

    tomaszek

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    Are you sure you save _all_ combined textures ? perlin normals is also packed into combined texture (so what you see in editor is not the texture shader actually uses).

    Responsible are complementary lights. Don't let light to go under 0.01 intensity or disable compl. lighting in LOD manager and recompile shaders.

    Tom
     
  49. Autarkis

    Autarkis

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    Awesome thanks!!
     
  50. camel82106

    camel82106

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    Uff, I wasn't aware that 4+4 mode wasn't working in new deffered. After using only first pass with 8layers in first pass enabled it's relative working. (I was having No lighting checked that was too problem + atlas is needed).

    Now I have very strong reflections on all materials. I was tuning it down from 0.8 to 0.15 on most layers.
    Wasn't sure why till now it was working. Long time without shaders recompilation don't know which version of unity made 4+4 not working.

    Thanks
    Peter
     
    Last edited: Sep 18, 2015