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Speed tree on Lightweight Pipeline?

Discussion in 'General Graphics' started by INKnightStudio, Jun 16, 2018.

  1. INKnightStudio

    INKnightStudio

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    There is no Nature/Tree Creator Bark alternative on lightweight pipeline?
    All my speed trees are pink.
     
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  2. INKnightStudio

    INKnightStudio

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    bump.
     
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  3. aleksandrk

    aleksandrk

    Unity Technologies

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    Hi!

    The shaders are not ported yet, put it's planned to do that soon.
     
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  4. slowDrag0n

    slowDrag0n

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    I have lwrp ver3.0.0 installed. all the trees still are pink. Any update?
     
  5. aleksandrk

    aleksandrk

    Unity Technologies

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    I just checked, postponed for now :(
     
  6. Rohach

    Rohach

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    In each teapot, Unity's ads with beautiful videos of a new rendering of a beautiful forest. But the tasks of materials for trees are postponed. It's sad.
     
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  7. Beral

    Beral

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    is there any news about this?
     
  8. phil_lira

    phil_lira

    Unity Technologies

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    Hi, Terrain team is working on it. ETA is 19.2 as I heard.
     
  9. hgulgen

    hgulgen

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    I am also still waiting for this feature :( All of my plants are pink now.
     
  10. xVergilx

    xVergilx

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    Technically you can port it on your own if it's a high priority. There's a shader source for the SpeedTree shaders in the same archive with all others Unity's shaders.

    Although it would require some knowledge about pipeline and shaders.
     
  11. Rohach

    Rohach

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    Can anyone give advice? Which way to dig?
     
  12. hgulgen

    hgulgen

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    @xVergilx Can you give a example us maybe we can port it. We are artist and dont know how to do it.
    @aleksandrk We have passed renderpipeline for performance but everywhere is pink any solution for us ? Maybe Give an example to change it. Or another solution. I used for lwrp shader but they looks cheap and terriable.
     
  13. aleksandrk

    aleksandrk

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    Sorry, I'm not sure I can decipher that properly.
     
  14. ILonion

    ILonion

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    +1
    also wait for Nature/Tree Creator alternative for both SRP's.
     
  15. ritendev

    ritendev

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    Still nothing? I am also looking for solution.
     
  16. LIVENDA_LABS

    LIVENDA_LABS

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    Where are the tree shaders Unity? Surely trees are important...
     
  17. Rohach

    Rohach

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    Oct 26, 2016
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    Dear Unity! You do not answer anywhere about the fate of the Trees in the LWRP.
     
  18. phil_lira

    phil_lira

    Unity Technologies

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    Hi, sorry about the delay on this. The upcoming 5.14 LWRP package will come with support to SpeedTree shaders. We are in the validation process to release this package version atm. It will be there soon.
     
  19. ILonion

    ILonion

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    Hi,
    Tree Creator too?
     
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  20. ROBYER1

    ROBYER1

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    Will there be any support for the Tree Creator Shaders too? Seeing as those are part of the built in terrain system in Unity
     
  21. mahmudhassan

    mahmudhassan

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    Waiting!!
     
  22. ROBYER1

    ROBYER1

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    I have been informed that Tree Creator is now legacy and may not be updated (emphasis on the may not), we are best off using shader graph to write some shaders, or move to using Speedtree shaders
     
  23. Claytonious

    Claytonious

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    ROBYER1 likes this.
  24. ROBYER1

    ROBYER1

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    How *soon* was this soon? Still waiting on this
     
  25. aleksandrk

    aleksandrk

    Unity Technologies

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    v. 5.14.0+ has it
     
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  26. ROBYER1

    ROBYER1

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    That's the speedtree shader, not the Nature/Tree Creator Bark - are those shaders now redundant?
     
  27. aleksandrk

    aleksandrk

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    Oh, right, sorry. I thought the discussion was already about SpeedTree :)
    I don't know about Nature/Tree Creator Bark, I'll ask around.
     
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  28. ROBYER1

    ROBYER1

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    Just seems to be forgotten about and a lot of tree assets (not just my own) used the Nature/Tree Creator Bark shader, it seems to have it's own way of reading the UVs etc.. would be extremely beneficial to have it updated for SRP like LWRP for VR
     
  29. camerondavit

    camerondavit

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    Great conversations:)
     
  30. phil_lira

    phil_lira

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    Terrain team will not maintain this shader and it's planned to be removed in 2019.3 and open-sourced in 2019.3. You would have to upgrade it to LWRP if wanted.
     
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  31. Claytonious

    Claytonious

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    Just to be clear, you are talking about the Nature/Tree Creator shaders here, right? (Since this thread became kind of hijacked away from SpeedTree).

    But going forward, is continuing to maintain SpeedTree planned?
     
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  32. aleksandrk

    aleksandrk

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    Nature/Tree Creator -> not supported
    SpeedTree -> supported
     
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  33. ILonion

    ILonion

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    Tree Creator tree generator (tree mesh) - supported ?
     
  34. ROBYER1

    ROBYER1

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    @phil_lira thankyou both for clarification on this, will be interesting to see what happens when the Nature shaders are open sourced, I assume they will be replaced by something else for SRP otherwise the Terrain toolset will be missing something there?

    For the interests of my project I am getting a Speedtree for Unity license as it is now supported in SRP
     
  35. ROBYER1

    ROBYER1

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    You will need to make your own shaders, use some made by someone else or use another tree creator like Speedtree
     
  36. ILonion

    ILonion

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    Thank you ROBYER1.
    I mean not shaders, i mean mesh generator - Tree Creator.
     
  37. ROBYER1

    ROBYER1

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    I see it was added to LWRP in 6.7.0 but in upcoming 7.0.0 LWRP is being deprecated for Universal RP, is it even worth me moving to LWRP yet for speedtree if support for it is being dropped?

    Most importantly, will Speedtree have support for Universal RP instead?

    I keep holding off on making decisions when I see news of things in SRP changing again
     
  38. Claytonious

    Claytonious

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    What news is this you’re referring to? Can you share a link or something? Thanks!
     
  39. aleksandrk

    aleksandrk

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    Claytonious and ROBYER1 like this.
  40. ROBYER1

    ROBYER1

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    It's all good news but it also feels like I keep holding off on deciding what things to use for a project because they keep being changed or the releases get moved to a new engine version, going to probably have to wait for a stable release of 2019.3 with a stable release of LWRP/Universal RP now.
     
  41. ROBYER1

    ROBYER1

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    I have just tested Unity 2019.2.0b9 and using LWRP 6.7.1, the shaders indeed are included, but the usual process of Edit> Render Pipeline> Lightweight Render Pipeline> Upgrade project materials to LightweightRP materials doesn't automatically convert the Nature/Speedtree shaders to Lightweight Render Pipeline/Nature/Speedtree shaders :(
     
  42. Lars-Steenhoff

    Lars-Steenhoff

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    I hope you will consider updating Nature/Tree Creator for URP, I have many many trees and I would love them to work.
     
  43. ROBYER1

    ROBYER1

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    Does seem unfortunate, however in URP you can use the Shader Graph with the Speedtree 'master' node to create your own tree shaders. Or just use the new URP Speedtree7/Speedtree8 shaders they have added :)
     
  44. Lars-Steenhoff

    Lars-Steenhoff

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  45. ROBYER1

    ROBYER1

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  46. JarekKaa94

    JarekKaa94

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    Still don't work? I'm waiting too.
     
  47. hugokostic

    hugokostic

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    There is one good "tree creator" shader for LWRP in Lux(LWRP) on the asset store, you will need to buy it but personnally i think its worth it, at least its worth just for learning purpose because it's very clean (shaders, scripts, etc).
     
  48. Thiago-Correia

    Thiago-Correia

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    wow, tree creator is a great tool that helps a lot, a pity its discontinuation
     
  49. Kareeem

    Kareeem

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    Also recommend the Lux LWRP Shaders from the store. Its a good package. Although what happens to me is that as soon as I change something on the tree, the shader of the material changes back to the standard one ( hidden/nature/tree...) wich is of course not compatible with lwrp. why is it doing that? any idea?
     
    Last edited: Nov 28, 2019
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  50. ROBYER1

    ROBYER1

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    It's scripted to do that, I'm not sure if you can override that behaviour