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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. Seneral

    Seneral

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    You must be kidding :eek:
    16x16 isn't enough? You can always scale each terrain up if you don't need extreme detail....
    Or do you mean the warning that you can't go higher than 4k total heightmap resolution? That would make more sense...
    Anyway, you can change both by going to Options/Terrain Max Settings where you'll find May Terrain Tiles (default 16) and a toggle to restrict total resolutions:)
     
  2. eagle555

    eagle555

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    Logan how did you get to that page? It's a hidden page on my site. It's actually a prototype I was working on about 2 years ago right after I released TerrainComposer. I ran into many issues with Unity3 though and never released it. I updated TC a lot over time and it has almost all the features that were planned (except for the node GUI).

    I don't think the GUI in the prototype is good. What I'm working on now is many magnitudes times more cleaner and easier to use and many times more powerful. I basically started over from scratch with the code in C# with a new type of node based GUI that is invented for TC2 by Peter (The dev from Horizon[on], he's a professional artist and GUI designer). I could even call it TerrainComposer3. Since everything in TC goes in a linear order (TC works more like photoshop with layer/masks etc), its node GUI doesn't need any wires from one node to the other, which makes the overview a lot better. I have all that noises etc in there and much more.

    Sorry everyone if my support is a bit slower, but I'm working to get it out quickly, I really hope I can finish it this time. Support can be very distracting when programming...

    Nathaniel
     
    Last edited: Jan 26, 2016
  3. Mr-Logan

    Mr-Logan

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  4. Mr-Logan

    Mr-Logan

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    @eaagle555
    Erhm.. apparently googles spiderbots managed to find it, as it came up in a google search.. o_0

    But you say you have all noises in, does that include the current version? Cause I can only find "normal", "perlin" and "random" however I'm still very new to the TC way of doing things, and as such it all still feels rather
    confusing.. xD
     
  5. Mr-Logan

    Mr-Logan

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    It's not large enough for me either. I want aircrafts and flying, and being able to fly from one end of the map to the other in a matter of a few seconds is not my plan ;)
     
  6. ForceVFX

    ForceVFX

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    I have tried many solutions over the last two years...I now have 3 flight games, and I need at least 6 big game worlds, to not only take off, but fly up to 5K feet...on a mobile phone..with trees and buildings...oh and enough bandwidth for at least 10 aircraft flying.....I just use World composer multi-level functionality...and then Terrain Composer for tree placement & export to .obj file, then to Maya LT for LOD Groups and mesh reduction..





    This is a small mobile example..but really..I could have went much bigger

    for F-22@5K feet | N African Desert 6X6 : Outer 2X2

    patrick
     
    Last edited: Jan 25, 2016
    Mr-Logan likes this.
  7. revox2006

    revox2006

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  8. SuperNewbee

    SuperNewbee

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    To get larger number of terrain tiles do this:

    1) Create new scene.
    2) WINDOW .. TERRAIN COMPOSER

    3) Inside Terrain composer menu bar goto OPTIONS >> TERRAIN MAX SETTINGS

    now find "Max Terrain Tiles" And change the value 16 to 64
    Uncheck the checkmark beside "Restrict Total Resolutions"

    After doing this scroll down

    You will see a slider just below "examples" - Ignore this - it seems to stay at 5x5

    below this will see "Generate" with Terrain(1) under it. Open up this tab and move the slider called Tile X all the way to the right or type 64 to the right of it.

    It will create 64x64 tiles which should be more than enough tiles for anyone.

    I think it took around 2 days for my computer to make 64x64 @2k resolution (around 8000 sq km) using terrain composer with world composer. Done on AMD 8 core 32Gig RAM. Most of the time seemed to be Unity refreshing the folder repeatedly during tile generation and the resulting world slowed unity editor to a crawl. I don't recommend doing this unless you have some sort of tile loading setup planned.
     
    Last edited: Jan 26, 2016
    revox2006 and Mr-Logan like this.
  9. eagle555

    eagle555

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    No I mean the TC2 I'm working on. The current TC only has perlin and random in there.

    Nathaniel
     
    Mr-Logan likes this.
  10. Mr-Logan

    Mr-Logan

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    I actually did this once while testing (not that many or that large though, but I managed to make like 10x10 or so, but I forgot how to, as it was just an oddity while flipping all the switches xD
    Cheers! =)
     
  11. Mr-Logan

    Mr-Logan

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    Fair enough, then I'll have to wait with my fields and all till you're ready.
    I'd be happy to help beta test it btw when it's ready for it =)
     
  12. hopeful

    hopeful

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    I saw that a looong time ago. I had no idea it was intended to be hidden. I must have found it off of Google as well, when researching TC before buying it.
     
  13. Mr-Logan

    Mr-Logan

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    That looks quite amazing.
    I want quite a lot of control over my world though as it's not set in the real world. Rather it's set in a world inspired by both ww1, late medieval era, but in a world that is fractured and torn, with flying islands and more. So being able to generate it is a boon.
     
  14. revox2006

    revox2006

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    Following video about setting up perlin noise pretty much first video I've followed that I clicked on from terrain composoer can anyone point out why nothing i generating here? http://prntscr.com/9ur25x . Wish I could find out how to use the example at 16x16 ... sorry I'm being an absolute noob here :p
     
  15. eagle555

    eagle555

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    You have to put the curve on 0, 1 - 1,1, or click 'Curve' -> Default -> Perlin...

    Nathaniel
     
    revox2006 likes this.
  16. imDanOush

    imDanOush

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    Hello, I've made a splat map (or splat control map) and I want to add it to a terrain. Is that possible with this asset? if yes how, if no, I'd be glad if you tell me what should be done for it.
     
    Last edited: Jan 26, 2016
  17. Slowin

    Slowin

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    I try to generate a color map with Terrain Composer and receive some errors. Does anyone know what is wrong here? I tried to generate a terrain for a few days now with no luck, I always receive these errors:

    ArgumentOutOfRangeException: Argument is out of range.
    Parameter name: index
    System.Collections.Generic.List`1[splatPrototype_class].get_Item (Int32 index) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:633)
    TerrainComposer.assign_colormap () (at Assets/TerrainComposer/Editor/TerrainComposer.js:4336)
    TerrainComposer.Update () (at Assets/TerrainComposer/Editor/TerrainComposer.js:4297)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:187)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:180)
    UnityEditor.HostView.SendUpdate () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:245)
    UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/artifacts/generated/common/editor/EditorApplicationBindings.gen.cs:217)
     
    Last edited: Jan 26, 2016
  18. protopop

    protopop

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    Thank you for terrain composer - i have used it for years and love it:)

    I have an issue with a new project.When i handpaint trees on the terrain it works fine. But when i generate trees over the terrain they seem to be floating far above it instead of being planted on the ground. Ive attached a screenshot. I haven't encountered this before and i tried a few trees to make sure it wasnt the model. I cant exactly tell but it LOOKS like they are following the terrain, just far above it. Any ideas?



    Thank you:)

    EDIT: i generated grass and it is place correctly, in case that helps.
    EDIT 2: In my screenshot i have the mask image in the main filter, ive moved it to a mask layer. the trees seem to mask teh area correctly, but still float high above
     
    Last edited: Jan 26, 2016
  19. skullofaplesiosaurus

    skullofaplesiosaurus

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    I too am having trouble with my terrain. Don't know if it's a terrain Composer problem or a RTP3 problem. Every time I apply my color map it's offset from the splat map i applied as well. here's a picture of my problem.

    http://i.imgur.com/tNxBm2W.jpg

    I've been following a tutorial that integrates RTP3 and Terrain Composer, here...



    The tutorial is over 2 yrs old so I'm sure I might be doing something wrong. If someone could please guide me in the right direction I would be eternally grateful.
     
  20. protopop

    protopop

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    I figured it out. For some reason the heightmap i was using was the cause. I switched to another heightmap that resulted in a lower terrain and then scaled it back up manually to match te old one. On the new heightmap the trees intersected with the terrain correctly. Im sure that somewhere i had scaled the terrain in a way im not supposed to.
     
  21. skullofaplesiosaurus

    skullofaplesiosaurus

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  22. zmaxz

    zmaxz

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    Why just 1/4 area have Ray Cast? 123.jpg
     
  23. Slowin

    Slowin

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    Hi,

    I generated a terrain with World Composer now and added it automatically to Terrain Composer. The tool also added the satellite images as a color map to the terrain.

    I then added two splat textures manually and shift clicked on "set", and again I received an array index out of range error:

    IndexOutOfRangeException: Array index is out of range.
    ReliefTerrainGlobalSettingsHolder.Refresh (UnityEngine.Material mat, .ReliefTerrain rt_caller) (at Assets/ReliefPack/Scripts/ReliefTerrain/_Internal/ReliefTerrainGlobalSettingsHolder.cs:682)
    ReliefTerrainGlobalSettingsHolder.RefreshAll () (at Assets/ReliefPack/Scripts/ReliefTerrain/_Internal/ReliefTerrainGlobalSettingsHolder.cs:610)

    My terrain is just 1x1 size by the way.

    Another problem: If I add the satellite images as a color map (and the color map is used for distributing the terrain features right?), do I have to keep this texture in the final terrain? Are trees, grass etc. just put on top of this color map? It looks pretty strange to me.
     
  24. barcode802

    barcode802

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    I just started learning Terrain Compose and am unable to get the Zoom and Offset sliders to work. Is there some checkbox or could this be a bug?

    Edit: Actually all the 'Perlin Total' sliders don't do anything.

    Edit 2: Okay - I have changed something somewhere in the filter settings I think which has enabled this feature - I'm not sure what setting it is though.
     
    Last edited: Jan 27, 2016
  25. Slowin

    Slowin

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    I was able to solve my problem. I had to manually create a file for the color map, now the index out of range error is gone, if I try to generate a new color map.

    But now, after five days of using this tool, I still was not able to create a single terrain. My next problem is, that even with the default grey splat textures (and with all of my own textures), I receive this error:

    "RTP needs height textures to be readable and they have to be the same size".

    Well, they are the same size (512 pixels) and I changed the image import settings to readable. Does anyone know what could cause this error?
     
  26. revox2006

    revox2006

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    Struggling to generate my 16x16 terrain from world machine and getting it into unity. End up with 231 files (shouldn't it be 256?) also auto search isn't picking up the other maps so I'm going to have to assign them one by one....
     
  27. barcode802

    barcode802

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    I have been having some difficulty with the object placement function. It continuously causes Unity to become unstable/crash once objects are placed and then I lose my work.

    I'm curious - is there a better way to place detail meshes (like you can with vanilla Unity terrain) using Terrain composer without getting this instability of having thousands of meshes added to the scene which don't change their positions based on the changes to the Terrain heightmap?

    Update: Figured out how to do this the other way
     
    Last edited: Jan 28, 2016
  28. malkere

    malkere

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    the problem with the current TC is that it doesn't provide a parent empty for objects you put in, so if you put in a lot they are a real pain to get rid of. If you expand the object in the layer view you can see an option to set a parent, and then set all will set it for all of them. This way when you regen, it will clear the objects before putting new ones in. Otherwise you are writing the same objects in over and over and it will crash. Be sure to always test objects with a parent set, and using a really small strength before you turn it up.

    I have brought this up to the creator and it will most likely be fixed with the release of TC2.
     
  29. malkere

    malkere

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    Hey Nathaniel,
    Is there a way to export splatmap pngs via code?
    It's easy enough in the TC window, but my stuff is all procedural.
    I'm working on a script to go through the TerrainData and construct a fresh ARGB so I can stick it into RTP during runtime, it's not going super smooth though. If not I'll just keep working on it, just thought I'd ask.

    PS: Do you have an idea when TC2 will be out? Like end of February'ish or end of March'ish? Super vague even?
     
    Last edited: Jan 29, 2016
  30. Gibbonuk

    Gibbonuk

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    Hi, I'm just trying to get my head around how i go about doing the following using TC. Was looking over TerraLand 2 to add as another terrain companion whilst its on offer, but not as a full replacement as it doesn't yet have runtime features which is what i use TC for. However, one thing i noticed it does offer is something called "Image Tiler" which lets you tile the sat imagery over 1 terrain, so 1 terrain can have say 8 tiled image textures all aligned correctly. When i asked how this is done the author explained its just standard unity terrain and the use of splat maps, and showed me this: Which tiles 16 images across 1 terrain?


    So, how can i go about doing this in TC? I assume its possible if it to just uses the standard unity terrain?

    At the moment I am simply using 1 large image spread across the whole terrain, so tiling is set to 1, but the above could allow me to have better resolution images spread over 1 terrain without the need for multiple terrains (which i don't want).

    Thanks
    Andy
     
  31. radionix3d

    radionix3d

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    We weren't allowed to use RTP on our project so I was wondering what triplanar would you recommend to use with TC? I've tried a shader we had on our project but it doesn't work with TP - destroys all splat maps. Basically I need to get rid of texture stretching and keep all Composer splats, filters and masks. Do I understand right that I have to apply any custom shader as a custom material for TC terrain?
     
  32. Wenceslao

    Wenceslao

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    Hi all, I'm new to Terrain Composer and I'm having a weird problem. I got some decent results on my first time out after the tutorials but I decided to change my terrain size. After that the terrain turned into a series of very fine spikes. After reapplying the terrain settings, now when I try to generate the heightmap, the generation only happens in a portion of the map. I disabled all my layers and mask except for one and this is the result. Any helpful hints?
     

    Attached Files:

  33. Gibbonuk

    Gibbonuk

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    Have you set the local area to the same size also?
    Andy
     
  34. MahaGaming

    MahaGaming

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    i cant seem to get a decent island :(
     
  35. Recon03

    Recon03

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    It's fine, we all get busy, just keep doing your think Nath!! I see that page before as well.. So maybe that rights where messed up?? Being a Professional UI Designer, and been doing Web Development for over two decades I made mistakes before, when some pages may have shown, by accident maybe that happen? But I have not seen it lately..
     
  36. Recon03

    Recon03

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    or this happen...
     
  37. Recon03

    Recon03

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    Have you tried using masking? Make a mask in photoshop, and use that, I use masking all the time for stuff like Islands, or if I want a certain look, like roads, mountains . what ever. I believe Nath has a older tutorial that shows islands, as well, I believe on his site.
     
  38. Autarkis

    Autarkis

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    Are you kidding me? I'm going to fall in love with TC all over again if I ever see a node based editor with it. I've always had that on my dream list when I talk about workflow with co workers throughout the years. A clean node editor would make many of us so happy :), so thank you! Keep up the great work.
     
    Mr-Logan likes this.
  39. Skolstvo

    Skolstvo

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    Thank you for releasing this time saving asset.

    I'm having an issue where I get this strange perlin noise offset over my base colormap. I would just like to have the underlying terrain colormap show up undisturbed. There is very little perlin noise in reality. I'm using RTP, but I can't see any colormap perlin options there.


     
  40. Autarkis

    Autarkis

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    @Skolstvo that looks more like the perlin normal layer settings in RTP to me than anything terrain composer related.
     
  41. Skolstvo

    Skolstvo

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    @Autarkis You are probably right.

    I am having an issue with Terrain Composer however. I can't get tree colors from image no to work with Speed Trees no matter what I try. I have followed the manual to a t, and no matter what settings I use, I can't change the tree colors with Terrain Composer.
     
  42. BornOnFire

    BornOnFire

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    Just got Terrain Composer as it was on sale. Been trolling Google on a way to make infinite terrain. I bought Ultimate Terrains off the Asset Store and found it did a good job at voxel infinite terrain but the support is awful. I have been playing around with TC and love the Asset. What I am wanting to know is: Is infinite terrain possible? (terrain created on the fly) Can one implement different types of terrain if it is, ie: Forrest, desert, swamp, volcanic and jungle? Also I am talking unique terrain not repeating.
     
    Last edited: Jan 31, 2016
  43. Tanoshimi2000

    Tanoshimi2000

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    Does anyone want to generate and sell terrains? I only ask because I've been using World Composer for a while, but I have never gotten the results that I know it can produce. I've looked in the Asset Store, and it doesn't seem like anyone is selling terrains (at least not at a reasonable price). So I ask, does anyone want to generate and sell terrains for a helicopter simulator that will look good at 1,000feet and also at 50feet?
     
  44. malkere

    malkere

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    there is a script included called runtimeterrains that does just that. drag it into the scene, I think it comes on an empty prefab. assign the player camera to it, and it will generate/degenerate terrains around the camera when it enters a new terrain. It does not however auto-reposition you which is something needed when you go over around 15km. If you get to 20km Unity starts to throw errors due to floating point percision problems. If you solve that, which is on my todo list XD, then TC is infinite. Keep it mind it uses all the setting of the TerrainComposer_Save in the scene, so if you have it set to 1x1 it won't work. I use 5x5 at 1000x5000x1000 per. After that it's all about using perlin noise filters to make it random. If you use hand-made heightmaps it will just repeat those. You need to use good noise.

    Whenever TC2.0 comes out we'll have a lot more noise options! Very much looking forward to that.
     
  45. Skolstvo

    Skolstvo

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    Is it possible to only have the trees generated dynamically at runtime based on filters and masks? I'm having trouble using many trees at the same time. The trees stop generating at a certain point in the terrain if the total amount of trees is too high even if their draw distances are tiny. This leads me to conclude that there is a maximum amount of trees the engine can handle. Dynamically generating them based on camera distance and filters would solve my problem. I still haven't been able to have Speed Trees get their color from an image though.
     
  46. malkere

    malkere

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    Speed Trees are crap in my experience. Someone else can defend them if they think they aren't. They are way too complex, very intense on a cpu and only work good for a couple in a scene for very controlled content. I would never use them procedurally.
    There are also settings in unity that limit the max number of trees per terrain, the max number of billboards per scene, etc. You probably need to turn those up. Try using a free non-speed tree off the asset store and see if things work better.
     
    Skolstvo likes this.
  47. Autarkis

    Autarkis

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    @malkere, totally agree with you on speedtree. It was and is currently a broken feature in Unity5. I would consider it abandonware at this point (though.. I'm still using it, and we've been able to to display more than 10k trees (along with heavy programming) while maintaining a very healthy FPS, so there are ways around it for sure. I still think that Speedtree is a great solution ( I used it in Unreal and wow, night and day compared to Unity. If only they got their heads out of their you know what and actually acknowledged and worked on an implementation that worked, Speedtree would be viable for most devs out there.)
    Also, speedtree takes tinting from the world position of the tree itself. You can't control it using an image map, unless you want to dig around the shader source (and or decompile the speedtree source file, not that I would recommend something like that) in order to be able to get assign tinting based on pixel colors from an image. More trouble than its worth though.
    And since I'm still talking speedtree.. the settings that Malkere is referring to do not work with Speedtree.
     
    Skolstvo likes this.
  48. Tony-JIANG

    Tony-JIANG

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    I purchased but can not make it work. Would you please reply my email?

    UPDATE: After contacting Mr. Doldersum, he agreed a refund for me. The main reason I asked for a refund is that I can not access YouTube tutorial videos because YouTube is banned here. Thanks for Mr. Doldersum's fast response.
     
    Last edited: Feb 2, 2016
  49. malkere

    malkere

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    We can help, what's up?
     
  50. Tony-JIANG

    Tony-JIANG

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    I am new to Unity so maybe I missed some steps. Mr. Doldersum is kind enough to make a refund for me. Thank you for your reply!
     
    malkere likes this.