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Should I use Microsplat to convert my terrain to mesh?

Discussion in 'General Discussion' started by MDADigital, May 19, 2020.

  1. MDADigital

    MDADigital

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    Microsplat has this plugin

    https://assetstore.unity.com/packages/tools/terrain/microsplat-mesh-terrains-157356

    Are there other better ways of splitting the terrain into meshes? I need offcourse the texture blending etc.

    Biggest reason why I want todo this to increase lightmap resultion were the player can be but also I hope to lower overhead if I can. Right now about 2ms is spent on the terrain even if its not visible (AMD 3950x /1080 TI)

     
  2. neginfinity

    neginfinity

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    Terrain data is fully readable thorugh scripts. Down to the tiniest detail.

    So if you really want to, you can write a converter yourself. The difficulty isn't high, but it will still eat a few days of time.
     
  3. MDADigital

    MDADigital

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    The mesh data isn't that hard, but you need the texture blending etc
     
  4. neginfinity

    neginfinity

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    "Will eat few days" included dealing with texture blending.

    unity terrain operates on splatmaps, where splatmap is basically opacity mask. You can build lists of masks that affect current quad/triangle, and that will produce material strips with common parameters.

    Either way, just see if you want to waste time doing that or not.
     
    frosted likes this.