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3D Rocky Hills Environment Pack - Development Thread

Discussion in 'Art Assets In Progress' started by florianalexandru05, Jan 23, 2016.

  1. florianalexandru05

    florianalexandru05

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    Alright, all features are now working in HDRP. I was concerned about my translucency fluffy grass tech but it works and it looks incredible.

    screen_2560x1440_2024-03-10_20-20-58.jpg screen_2560x1440_2024-03-10_20-22-24.jpg screen_2560x1440_2024-03-10_20-25-48.jpg screen_2560x1440_2024-03-10_20-28-33.jpg screen_2560x1440_2024-03-10_20-29-28.jpg
     
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  2. florianalexandru05

    florianalexandru05

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  3. bvonline

    bvonline

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    Just to understand it: will there be an update the next days for Rocky Hills Environment - Mega Pack? Or is it just about the new shader which will be released separately?

    Thanks for your answer in advance.
     
  4. florianalexandru05

    florianalexandru05

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    Hi, this is a separate pack with new shaders. There might be an update for Rocky Hills after this in the future but I won't be including these shaders, only a basic version of them in Rocky Hills and other packs from now on to encourage people to purchase the new shaders.
     
  5. bvonline

    bvonline

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    Thanks for the answer. I discovered some serious downsides.

    I was buying it to use it for a bigger rock / cliff environment (top down strategy game). Sadly, I noticed that the cliffs meshes are mostly cut on the "backside". By that, in several cases it is not really possible to combine these properly so that all sides show up correctly merged. I did not expect this before buying :( On the one hand, I like these rocks - although they are not AAA at all- on the other hand, I have an issue at the moment when adding them to the scenes.

    I will test them further, but at the moment I am a little bit disappointed because of the fact that the cliffs are cut. Was that intentionally? Don't understand the reason why it is done like that. This is very rare regarding products of this kind.

    Additionally, I see some strange splitting of textures, which is dependant on several single meshes a model can be made of. It destroys in my opinion the graphics, very unpleasant... today, coverage is done differently. I own Microsplat, and would not even need mesh-dependant coverage. I would have needed mainly the basic rocks / cliffs and am able to do the coverage by Microsplat properly.

    I added some images so that you can follow the arguments.

    Note: I dod not rate it at the moment.
     

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  6. bvonline

    bvonline

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    I also need to add to my previous post the following critics: Why the hell does the backside look different and has "windows" compared to the frontside? This looks just like an mistake: A.png B.png
     
  7. florianalexandru05

    florianalexandru05

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    Thanks for honestly reviewing all those points, in-fact, this asset was conceived 5 years ago and at the time I was still learning hence the rocks and cliffs are like that. I have updated it numerous times and recently wanted to make radical changes as I have been creating solid mesh without holes and triplanar projection as you mentioned.
     
  8. florianalexandru05

    florianalexandru05

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    That was an intentional choice as cliffs are meant for first-person and not top-down, I think you could just merge them back to back and it should be fine ;) The idea is that you don't see the back-side anyway. While I have made mesh cliffs on all sides I still employed this method in my other packs as a bonus.
     
  9. florianalexandru05

    florianalexandru05

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    Something similar as in this other pack of mine.

    toby-fredson-screen-3840x1818-2019-08-23-21-53-05.jpg toby-fredson-rockdetails-02.jpg toby-fredson-rockdetails-01.jpg
     
  10. bvonline

    bvonline

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    That is not that easy, and nearly impossible to get various proper results. Still testing at the moment, if I can use your package in general. Not sure yet, as it seems I would have to do several manual changes (maybe even re-texturing / re-modeling), to balance all properly. Will give feedback after I tested all options I have at the moment.
     
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  11. bvonline

    bvonline

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    In that case you excluded intentionally typical use cases. And shouldn't have been any reason to choose cliffs which are in general cut off on the opposite site. At any angle they could be cut off, so if you want to keep it professional and modular, there is no reason to cut it off at all (as in general the meshes are / should be merged together at the end btw.). Cutted meshes should be the bonus, not the main model. Just my personal critics.
     
    Last edited: Mar 12, 2024
  12. florianalexandru05

    florianalexandru05

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    Hi guys, I am delighted to announce that I have tested all Unity versions and pipelines and The Toby Foliage Engine is fully ready for publishing. There might be a bit more delay, perhaps another few days to a week till the publishing date. I just need to handle making the promotional materials now. I will let you know when it's live!

    TTFE_Pipelines.png
     
  13. florianalexandru05

    florianalexandru05

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    Attached Files:

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  14. florianalexandru05

    florianalexandru05

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    Enjoy my quick test video till the feature videos are finished!

     
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  15. florianalexandru05

    florianalexandru05

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    The introduction trailer is out, I might publish it as early as tomorrow.

     
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  16. florianalexandru05

    florianalexandru05

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  17. MaxKMadiath

    MaxKMadiath

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    @florianalexandru05 Hi I am getting an error in the latest unity 2022.3.22 LTS in HDRP. please let me know how to solve this. Thanks
     

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  18. florianalexandru05

    florianalexandru05

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    Try this fix, don't install the "Third party" folder unless you need to, and if you notice that it's broken too!
    Remender to add the diffusion profiles to the trees so they don't glow pink.
     

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  19. MaxKMadiath

    MaxKMadiath

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    Thanks it worked :)
     
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  20. LootlabGames

    LootlabGames

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    Hello I own "Rocky Hills Environment - Mega Pack"
    It says it supports the default render pipeline, but when I import it this is all I get in every scene.
    How to I get it to work with default render pipeline?

    upload_2024-4-4_13-27-54.png
     
  21. florianalexandru05

    florianalexandru05

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    Hi, it looks like you are using the wrong render pipeline perhaps. Can you tell me what RP you are using; Built-in or URP, what is the default pipeline for you?

    Secondly, let's check that you downloaded the correct package.

    Built-in RP or 3D (Built-in) Core project from Unity Hub:

    upload_2024-4-4_22-51-19.png

    Link to package for this RP: https://assetstore.unity.com/packag...apes/rocky-hills-environment-mega-pack-189617

    URP: or 3D Cross-Platform (URP) project from Unity Hub:

    upload_2024-4-4_22-53-36.png

    Link to package for this RP: https://assetstore.unity.com/packag.../rocky-hills-environment-mega-pack-srp-193150
     
  22. LootlabGames

    LootlabGames

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    OK, I see the problem.
    Seems I needed to get the other package.
    Thanks!
     
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  23. LootlabGames

    LootlabGames

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    Is there a list of what the naming conventions mean? Like GenericCliffBRHE. What does BRHE mean?
     
  24. florianalexandru05

    florianalexandru05

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    Just the mesh name next to the pack name "Rocky Hills Environment".
     
  25. florianalexandru05

    florianalexandru05

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    Since I released The Toby Foliage Engine recently, I will update all my packs including Rocky Hills with a simple version of the new shaders soon. Will also keep the Unity versions up to date so SRP works with the latest Unity version.
     
  26. florianalexandru05

    florianalexandru05

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    I am now working on a quick update for Rocky Hills. Support for all Unity SRP versions, updating the old shaders with TTFE - Light, and improving a few textures that were a bit blurry, updated grass etc.

    screen_3840x2160_2024-05-05_21-36-52.jpg

    screen_3840x2160_2024-05-05_21-36-52b.jpg

    screen_3840x2160_2024-05-05_21-45-42.jpg
     
  27. florianalexandru05

    florianalexandru05

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    Making several adjustments to the Rocky Hills pack. I completely overhauled the grass and made changes to some plants. Additionally, I included terrain detail versions that can be painted. This enhances the terrain painting experience.

    screen_3840x2160_2024-05-20_13-14-32.jpg screen_3840x2160_2024-05-24_18-50-26.jpg screen_3840x2160_2024-05-24_19-06-00.jpg
     

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  28. florianalexandru05

    florianalexandru05

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  29. LootlabGames

    LootlabGames

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    Wind is acting differently in build game using addressables. Looks like wind is set to 1000 or something. Not sure if there is a fix for this. I tried turning all the wind settings lower but it is still too much. Also is there a way to have the trees and bushes bypass your shaders wind and use the built in wind system? That way it reacts to events like a spell or explosion.
     
    Last edited: May 26, 2024
  30. LootlabGames

    LootlabGames

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    This may have something to do with it? upload_2024-5-26_10-7-4.png
     
  31. florianalexandru05

    florianalexandru05

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    That sounds strange, not sure why that is atm, can you tell me what "addressable" does exactly?

    That's possibly because of the GPU instancing but I don't know why this is happening. Have you tried turning it off? Maybe I could try sending you a version of the shaders without instancing.

    On another note, I'm updating the pack and changing the shaders completely soon so these shaders will become legacy.
     
  32. florianalexandru05

    florianalexandru05

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    Make sure you're not enabling static batching on grass, that could also be one of my guesses, the shaders don't support static batching. Also, there is no way to use the Unity default wind system unless you know how to hard code that into your shaders. Only Speet Tree can do that and it's another third party.
     
    Last edited: May 27, 2024
  33. LootlabGames

    LootlabGames

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    Thanks for the response.

    Here is more info on addressables.

    https://docs.unity3d.com/Manual/com.unity.addressables.html

    When do you think the new shader/update will be released I can give it a try?
     
  34. florianalexandru05

    florianalexandru05

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    Here is an edited version of the shaders. I removed the instancing, hope it works.
    ------------

    The new shaders are available on the store for free: https://assetstore.unity.com/packages/vfx/shaders/the-toby-foliage-engine-light-282901

    You can give it a try now or wait for me to implement them in the pack update. It's my best shaders to date and won't force instancing down your through lol. Keep in mind that only basic features are available in the free version so if you want a fully featured version you can consider purchasing my full version: https://assetstore.unity.com/packages/vfx/shaders/the-toby-foliage-engine-279757
     

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  35. LootlabGames

    LootlabGames

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    I will check out the shader.

    When should we expect the "terrain detail versions that can be painted" to go live?
     
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  36. florianalexandru05

    florianalexandru05

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    I'm making final adjustments and looking at what else I can optimize. Overall I'm getting it ready, the update will be available within the next week or so.
     
  37. florianalexandru05

    florianalexandru05

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    Improved the shaders and optimized them, and now Rocky Hills is looking stellar. This is how the built-in pipeline looks now, grass can be painted using terrain and has specular.

    screen_3840x2160_2024-05-31_18-16-08.jpg
    screen_3840x2160_2024-05-31_18-26-38.jpg
     

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  38. florianalexandru05

    florianalexandru05

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    screen_3840x2160_2024-05-31_18-44-33.jpg
     

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  39. LootlabGames

    LootlabGames

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    Looking good
     
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  40. florianalexandru05

    florianalexandru05

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    Thanks, I can't believe how terrible the shading was before. You could see the planes on leaf cards because of the dark areas. Anyway, I'm almost done but it might take a few more days, there is a lot to optimize, and this is a big pack. hoping I can upload it before 12 June at the latest and 8 to 9 June earliest.
     
  41. florianalexandru05

    florianalexandru05

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    Just published the updated version for the Built-in. It may take some time to update on the store or appear, but it should be live within a few minutes to hours. In the following days, I'll try to publish the SRP but it might also take some time because I have to test it in all Unity versions.

    *Nontice!

    This version contains a few changes that may not be backward compatible with your current project, so the update may not work well with older versions. Make sure you make a backup first! (I may have changed some folders around.)
     
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  42. florianalexandru05

    florianalexandru05

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    Well, I just noticed Rocky Hills is on sale but I haven't finished updating SRP yet. Today I finished converting URP, HDRP might take as long so I will be a few days late with the update.
     
  43. florianalexandru05

    florianalexandru05

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    This is taking quite a while, I underestimated how big the pack is and how much stuff there is. On the bright side, I upgraded my old scenes in HDRP by replacing the old billboard grass with mesh grass using a terrain spawner. Don't expect good performance from HDRP as it was added last minute. However, I must admit that HDRP looks good; it's just built differently.

    screen_3840x2160_2024-06-18_13-12-20.jpg
     

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  44. florianalexandru05

    florianalexandru05

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    More pix!

    screen_3840x2160_2024-06-18_13-14-31.jpg
    screen_3840x2160_2024-06-18_19-29-07.jpg
     

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  45. florianalexandru05

    florianalexandru05

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    screen_3840x2160_2024-06-18_19-51-16.jpg
     

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