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Terrain Composer2 a next generation GPU powered terrain tool.

Discussion in 'Assets and Asset Store' started by eagle555, Sep 16, 2012.

  1. Stone-Legion

    Stone-Legion

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    I wanted a lower Hight Map resolution when building the terrain. But I noticed that when I'm trying to work my terrain by hand and I tended to do that mostly. I found the brush size when comes to editing the terrain (not textures) to be very big even at 1 brush size. The only thing I could find to solve this was change the Heightmap Resolution. But sadly that messes everything up.

    Is that the only option we have in Unity. I assume this has nothing to do with TC but I thought I ask the pros here :)
     
  2. Recon03

    Recon03

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    Lol check GAIA site its all over it....

    http://forum.unity3d.com/threads/ga...nd-scene-creation.327342/page-68#post-2473730

    Check this post the dev did show some he did in about 15 mins.

    Plenty of users texturing as well, so to your point, both tools can texture well..

    I have made plenty of terrains with Terrain composer.. that look good, and now some with Gaia.

    and as I said a new user would never ever texture well in 5 mins or even hours,... and many hours of work.... someone experience I love for you to show me they can texture well in 5 mins ... I can texture something in about 20 mins, but I can find all of the flaws in it... Gaia, I can texture well in about under 20 as well.

    I do like that TC,you can make Normal maps, and slice terrains where Gaia you can not. and color maps. as well. Gaia is releasing Perlin and I seen the video, looks well done as well, as TC's.
     
    Last edited: Jan 21, 2016
  3. Stone-Legion

    Stone-Legion

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    Is this Gaia support or something? I keep seeing none stop talk about it here. Kind of annoying. I'm going just consider it spam for now on and report the posts.
     
    Teila likes this.
  4. Teila

    Teila

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    I don't see the point of talking about Gaia in TC's thread. Not sure what people are trying to do other than maybe get people to buy Gaia instead of TC. Doesn't seem like a very ethical way to do it..posting in some else's forum.
     
    camel82106 and Stone-Legion like this.
  5. mwituni

    mwituni

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    Sounds cool.

    That should take about 1-2 min in Gaia. Any longer and you will have to include all trees, grass and objects etc as its difficult to slow Gaia down other than add loads of spawners.

    Unless of course you want the quality degraded similar to your examples to have similar texture stretching, white artifacts, and unrealistic texture blending ... that may get close to 5 min to trick Gaia into doing.

    btw .. .whats the prize to those that succeed? As TC licenses won't be of any use, what about the monetary value? And is it to all, or just the first?
     
  6. hopeful

    hopeful

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    I'm looking forward to TC2. :)

    If UI and workflow are issues, maybe it can have a beta test phase to collect feedback to help ensure it has sufficient clarity and ease of use.
     
    Stone-Legion likes this.
  7. eagle555

    eagle555

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    I don't really see it...Can you show a screenshot of one that you think is similar?

    And again some pointless bashing...Texture stretching happens in the standard Unity terrain shader and can only be resolved with triplanar shading. So has nothing to do with the tool that has been used. The white artifacts are called 'specular reflection', like I said I didn't setup anything its made in the Scene window in the Unity editor.

    Unrealistic texture blending? I wonder who's sharing that opinion, oki just show something that you think looks very good :).

    Nathaniel
     
    Teila likes this.
  8. hippocoder

    hippocoder

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    Hi, I'll be handing out bans to anyone that harass other authors. Please be respectful. User mwituni can no longer reply in this thread, ever.
     
  9. dariuszpietrala

    dariuszpietrala

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    Hi,

    first of all great stuff, really easy. Unfortunately I bought it just before the 24h sale :p

    I have a problem on Android devices. All worked fine when I checked the terrain, but now I converted it into a mesh and used 4SplatTerrain shader and I get this. The tiling doesn't change anything. Always same result... Everything works fine in the editor.

    error.jpg
     
  10. hippocoder

    hippocoder

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    AFAICT That's a problem with shader precision on large meshes, the shader should use more precision in this case.
     
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  11. monte_carlo

    monte_carlo

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    Hi Nathaniel,
    Thanks for replying,
    Its looking better, I have invested significant time with the ui and am getting some better results. The save is still throwing an error but after looking into the logs I think that too is a path error so its local.

    I also got this error although I'm unsure how I did it...
    "
    [C:/buildslave/unity/build/Editor/Src/Prefabs/Prefab.cpp line 197]
    (Filename: Assets/TerrainComposer/Editor/TerrainComposer.js Line: 14554)
    ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint
    Aborting
    "

    The other issue is the download of the example scenes, if direct link is used once the download completed there is an error about the file path or not being able to create - I honestly don't know if that is a local issue, I have bypassed this by using the dropbox download option,

    I found the directional light, generated under the terrain, thanks for the info on the skyboxes.
    I have also used the info you supplied on adding trees and veg and am starting to look at the results.
    After time it is looking better than it did..
    Initially I followed your tutorials to the letter which produced vastly different results to yours and as you have said you did the tuts in an earlier version, would it be worth updating some of the tuts ?

    Thanks again.
     
  12. Tiny-Tree

    Tiny-Tree

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    I would love to know how you increase a "shader precision" i already had this problem before
     
  13. hippocoder

    hippocoder

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    Sorry I mean the uv coordinates block. In mobile shaders I see this set to fixed when it should be float for vert uv, I had this problem with some of my shaders.
     
  14. dradb

    dradb

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    The Unity standard terrain appears to have an Android bug (below), I was wondering if this has been corrected in Terrain Composer?

    A simple Unity terrain, with one or more trees of any type. Standard sky car (even with everything deleted except the wheels). Smooth Follow on cam. Standard Unity tilt control. As soon as the car gets near the tree the shaders fail and everything turns grey. Car backs off the tree and rendering and colors return. No problem on PC of course.

    Does this work without problem with Terrain Composer on Android please?
     
  15. eagle555

    eagle555

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    Thanks for sharing this only. The shaders included in TC are pretty simple, since they are for mobile. I'm really curious if that fixes it. Here's the same 4SplatTerrain shader were I changed line 31:
    half2 uv_MainTex; -> float2 uv_MainTex;

    If that works you can just pur this change in the other shaders as well if you use them and have the same issue.

    Nathaniel
     

    Attached Files:

    dariuszpietrala likes this.
  16. dariuszpietrala

    dariuszpietrala

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  17. eagle555

    eagle555

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    I don't like it either, and why putting such review on the Asset Store (the one before Teila) when TC is on sale, or posts on the forum bashing TC (Not the posts of Recon3!)...I'm kinda forced to defend TerrainComposer and explain why it is has more freedom on the cost of more complexity vs Gaia. Yes lets stop with this...

    Yes I will put TC2 in beta first to get feedback.

    Nathaniel
     
    Last edited: Jan 23, 2016
    MS80, hopeful, Stone-Legion and 4 others like this.
  18. Stone-Legion

    Stone-Legion

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    So is there a way with TC to take the 81x terrains I have now and increase the heightmap without causing it to change what I have now? I found 129 heightmap resolution is too low for a 2222x2222 size terrain.
     
  19. Teila

    Teila

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    Stone Legion, is this for mobile? I don't develop for mobile but can't imagine using 129 heightmap resolution for anything. You need to up it significantly. It will flatten your terrain. There is a tool on the asset store that allows you to change the resolutions without losing your stuff. I have tried it with okay results although not sure how it would work for 81 terrains at 2222km each. If you are saying you cut a 2k terrian into 81 chunks then maybe..although those are odd numbers. I usually use multiples of 256...like a 2k x 2k terrain cut into tiles of 500.

    You should export your height map so you don't lose it. Then import it back in when you have what you want.
     
  20. Stone-Legion

    Stone-Legion

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    Thanks for the advice.
    The reason I'm doing 2222 is that 81 = 20,000 x 20,000 or 20km x 20km and 400km sq km. I wanted odd terrain numbers so 3,5,7,9 so that way 0,0 was not cross between 4 regions but rather one region.

    For me I don't even mind redoing the terrain again but I like to have just smooth rolling hills.

    The reason I originally went with low height res was not thinking of manipulation till I had issues with that but actually because it's a low poly game and I just wanted things to sort of roll a bit and not be realistic.

    That being said higher res can do that too just has to be smoother.
     
  21. Teila

    Teila

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    Yeah, for me it works better if the resolution is similar to the height map size. However, I do not do low poly. But there are ways with TC to lower the detail a bit on the height map after you make the normal map. It really makes it look great too. :)

    I used other engines before Unity and the rule was always that things worked better at multiples of 128, 256, 512, etc. Maybe that isn't necessary in Unity but it seems like a good practice to get into since the textures use those sizes.
     
    Stone-Legion likes this.
  22. Mr-Logan

    Mr-Logan

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    Hi all, I just bought Terrain Composer the other day when it was on the 24 hour sale, and I'm just sort of learning the ropes right now.
    Eventually I want to create a medievalesque world, complete with villages and fields, villages I suspect I'll have to do manually, however I'd like to know if there's an easy way to generate fields. Ideally I'd want fields to be sort of square (though some voronoi or something could probably work), and they should as such cluster around villages.
    I've also been thinking about biomes (desert, temperate, icy, etc.) , but I suspect that would be "fairly" easy or at least doable, using filters, masks etc. right?
     
  23. MahaGaming

    MahaGaming

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    Hi, I bought this asset while on SALE its very good, I need help please, how do i place more trees on my map is very empty after building I only have 534 trees placed. Tree density is on max, I have played with the settings but that's the max I get. Thanks
     
  24. Seneral

    Seneral

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    Might help to check the masks; They are responsible for defining how many trees are placed, so adjusting it's parameters, especially strenght and the curve, might change that:)
     
  25. MS80

    MS80

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    For me TC is one of the most powerful terrain editing tools out there! It works really well in combination with other terrain assets and builds the core of terrain editing.

    Used assets: TC + WC + RTP, AFS, ToD, GPFX
    01.jpg 02.jpg
    03.jpg
    04.jpg
    05.jpg
     
    Last edited: Jan 22, 2016
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  26. docsavage

    docsavage

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    @MS80,

    Very nice work. What is GPFX you listed?
     
  27. MS80

    MS80

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    Thanks. It's a post fx (GaussianPostEffects).
     
  28. MahaGaming

    MahaGaming

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    thank you sir !!
     
  29. MahaGaming

    MahaGaming

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    very nice!! i'm trying to make something like this.
     
  30. eagle555

    eagle555

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    Hello everyone,

    Recon03 told me he was banned...We got a misunderstanding here, I never asked for anyone to get banned, I think a user did that. I want him to be unbanned right away. I was revering to the review post of Thomas Scott on the Asset Store. He put it there when I had the sale, and I thought he was going too far. Then mwituni went to far too...

    Recon is a very loyal TC/WC user and promoted my products to a lot of people. He even asked Unity last year to promote TC/WC more and they did. I do understand his frustrations about TC's GUI and he's right about it, and he's only worried about the future of TC and says I should hurry with TC2.

    Nathaniel
     
    Last edited: Jan 23, 2016
    docsavage and hopeful like this.
  31. revox2006

    revox2006

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    I'm so baffled about this, always seem to run into a lot of errors that end in my restarting the project again. I don't even know how to set up RTP the video I saw you shown a document with some images then carried on.
     
  32. Mr-Logan

    Mr-Logan

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    I haven't seen any videos, but I managed to make it work by selecting all terrain tiles, and adding the rtp script (the one you'd add to any other terrain, though I forget what it's called exactly). Then you just select 1 terrain and adjust your settings and they are instantly set on the other terrain tiles. I don't know if this is the correct way, but it works =)

    Couldd anyone comment on my earlier post? Specifically the part about fields (cornfields and such)
     
  33. revox2006

    revox2006

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    Anything I do I get different errors in the console logs... I thought this would save me some time but working this out is costing me time :/
     
  34. hopeful

    hopeful

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    If you haven't done so yet, you'll need to list at least some of the errors before anyone can help out. Click on the console and copy / paste at least one or two of them into the thread.

    And, if you haven't tried it, you should always test a new asset in an empty project first, with settings resembling the ones you'll use in your main project (like deferred / linear, etc.) to know that everything is working properly in your version of Unity before trying it alongside a bunch of other scripts and so forth, because it can be hard to troubleshoot once you start mixing things.

    (For the fun of it, I'll guess that the problem is that Asset Serialization - under Project Settings > Editor - needs to be set to "Mixed." But that's a total guess, I really have no idea.)
     
  35. eagle555

    eagle555

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    Can you show screenshots of the errors you get?

    Nathaniel
     
  36. Mr-Logan

    Mr-Logan

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    So.. I was just wondering .. the generation of cornfields and such, am I being ignored because it's improbably/impossible, or is it somehow an extremely noobish and silly question, or are my messages perhaps not even showing up for the rest of you..?

    I see them on one of the store images, but from the tutorial on masks etc I can see that they are probably loaded in with a satellite image, but I'll just assume for now that more abstract features, such as man made fields aren't generateable then..?
     
  37. hopeful

    hopeful

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    I don't think you were being clear enough about what you wanted.

    Are you trying to find out if you can get TC to plant vegetables on a section of terrain? As in rows of cabbages, orchards, etc.? Are you wanting to have furrowed areas of terrain, too?

    Those are specific questions that you could get some help on. (But not from me, because I'd agree, those are good "how to ...?" questions.)
     
    Mr-Logan likes this.
  38. Mr-Logan

    Mr-Logan

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    Ah, no, nothing as specific as furrows, but squares of yellow corn, aligned in clusters, perhaps with squares of red for poppies etc. though the colouring is irrelevant, it's the shape that is important.

    It is mostly a flying game, so while you can land and take a stroll (or crash and run for your life), it will mostly be seen from far up, and players will need to sort of recognize it as been field-like.
    The game is in many ways sort of a mixture of medieval and late 1800s / early 1900s, the fields should sort of cluster around in semi organized blobs on flat terrain, where I can then spawn in a village near by.
    Like imagine how a medieval village would organize the fields. Not very organized, but just sort of close together.
    But as said the crops don't have to be on furrows or anything like that, they just need to be in something that looks like a field =)
     
  39. Seneral

    Seneral

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    I don't know of a way to do that, currently. That's a bit unfortunate, as it could probably be made pretty easily. We just need a 'splatter' option to splatter some square masks (fields) across the terrain, used both for height, splat/color and objects... Maybe this can be achieved using a Raycast input, but I don't know much about it yet as I barely used it, but I'm not sure.
    Or maybe we just need a way to extend TC xD
     
  40. Mr-Logan

    Mr-Logan

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    I'm thinking one might be able to do it by sort of uusing a voronoi map where the cells are smoothed out, this would also give room for roads inbetween the fields, and room for trees and bushes as windbreakers etc.

    I think you're right that it's not doable now .. I can't find a way to do it anyway.
    However I just now discovered that TC2 is being developed, which has nodes, and includes a load of different procedural maps, including voronoi, so it may be possible in the near future at least! =)
    Thanks for the thoughts =)
     
  41. Seneral

    Seneral

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    Wait what? How could I miss any news from TC 2? o_O
    Where did you get that from, that TC 2 is getting nodes? Really curios tbh;)
     
  42. Mr-Logan

    Mr-Logan

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  43. Seneral

    Seneral

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    Wow. Sometimes I miss the most obvious things...
    With this GUI (which is a great mix of a node editor and the existing GUI) it will be far superior to any competor that might have previously been mentioned in this thread;)
    Love it. I hope we get the ability to extend it with custom nodes:rolleyes:
    And that in C#. Just wow:)
     
  44. malkere

    malkere

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    You can script in stuff like this and let TC handle the random positioning of it in the object panel. You can spawn rocks and things yes, but you can spawn empty gameobject with scripts, then have the script do something, like plant a field. That would be a pretty easy mix of raycasts in a double for (x, z) loop and instantiating. If you want to go the gameobject path.
    If you want to do it using splat maps, you could have the object manually alter the splat map as well, though you would have to make sure it's capable of accessing four terrains if it gets put in a corner, or make sure that it never gets put in a corner. If you wanted to do it with layers and masks you could draw an actual map with squares on it and have a splat layer change the splatmap to a different color wherever the squares are, that would be harder to make random though. You could use noise and things to randomize it, but it would cut into the squares messing with their uniformity.
     
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  45. malkere

    malkere

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    Looks great!! Very excited to see the new forms of noise implemented!
    I wonder what this means too? "Create non custom terrain tiles and terrain areas, you can create any terrain tile shape." Would love to hear a short explanation about this as I'm going to start building floating islands sometime in the next couple weeks. Might be worth it for me to wait for this functionality rather than doing it myself?
     
  46. Recon03

    Recon03

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    Thanks. I try to be.
     
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  47. Mr-Logan

    Mr-Logan

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    I know nothing, but the wording seems to hint that you could have a terrain that is for example hexagonal, or any other shape you would want. I have however never seen this done, so I have no idea if that's even possible. xD
     
  48. Mr-Logan

    Mr-Logan

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    I recently tried to make a script that carves a flat square into the terrain (For runways), however while I was able to do it for a simple square that wasn't rotated, I just couldn't figure out how to calculate what points of the terrain would be covered by the square, and doing so with painting would be sort of the same issue, so I think I'll leave it to the experts for now, and hope TC2 is released soonish =)
    I'm making a prototype of my game first to create some interest around it, I can live without generated fields, I'll just have to paint them on my self afterwards. =)

    I suppose I could do it with a gameobject field that is placed over the terrain, I just fear that it won't look as good once you're up in the air.
     
  49. klund

    klund

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    Hi after upgrading to unity 5.3.1p3 all texture: sand, grass , forest have become completely blurry as shown in the attached image.
    Do you have any clue to what have gone wrong ?
     

    Attached Files:

  50. revox2006

    revox2006

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    How can I create larger environments, the largest I can get isn't large enough?