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► Terrain to Mesh ◄

Discussion in 'Assets and Asset Store' started by Arkhivrag, Oct 1, 2015.

  1. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    Just tested using Unity 2018.4.29 and everything works as expected.
    Try: remove plugin from the project, clear Asset Store cache folder and re-download asset from the store using Unity 2018.4.28

    Unity 2019.4 (URP) is supported.



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    Last edited: Nov 17, 2020
  2. dock

    dock

    Joined:
    Jan 2, 2008
    Posts:
    598
    Does this support holes in terrain?
    My terrain relies on holes for tunnels, so I’d like any mesh to have those faces removed.
     
    Last edited: Dec 16, 2020
  3. Arkhivrag

    Arkhivrag

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    Exported mesh has no holes.



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  4. dock

    dock

    Joined:
    Jan 2, 2008
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    598
    Ah, that's a shame. I was hoping to rely on the holes in the mesh for for collision so this makes it pretty difficult. Hopefully this is something you can consider for the future. Thanks for letting me know quickly.
     
    Arkhivrag likes this.
  5. dock

    dock

    Joined:
    Jan 2, 2008
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    598
    Is there any way to specify which material the new terrain should have, or to avoid rewriting the material?
    I'm using a custom material and it gets replaced every time the terrain mesh is updated.
     
  6. Arkhivrag

    Arkhivrag

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    Unfortunately no. Material is part of the created prefab.
    Bookmarked for the future update.



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  7. BadRoomStudio

    BadRoomStudio

    Joined:
    Jan 15, 2016
    Posts:
    7
    Hi! Is it possible to keep the mask map of the terrain textures? I have a texture that has puddles, I am not able to reproduce them in the shaders provided by the asset.
     
  8. BadRoomStudio

    BadRoomStudio

    Joined:
    Jan 15, 2016
    Posts:
    7
    During use, I identified a possible problem with the Unlit shader for HDRP. If I view the terrain from a distance, I see the shadows correctly, but if I get closer the shadows start to reduce in size, creating artifacts in the image. It happens on camera and in the editor. See the images below:

    Far


    Close
     
  9. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
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    MaskTexture is not exported. Also adding some more texture usage to the shader is not possible as there already is limit of 8 textures.
    As for shadow artifacts in HDRP, it may be due to rendering problems at Unity side, included shaders are pure ShaderGraph files. Or may be some shadow related settings needs to be adjusted in the project.




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  10. Elharter

    Elharter

    Joined:
    Sep 20, 2015
    Posts:
    58
    I bought this asset (core and URP support) and got many erros now, where can i get support for it?
     

    Attached Files:

    Last edited: Jan 2, 2021
  11. sgtkoolaid

    sgtkoolaid

    Joined:
    May 11, 2010
    Posts:
    897
    I get this error when converting.


    ArgumentException: Given path is not valid: 'Assets/(Temporary)/Main Terrain (ID_24102)/OBJ/Main Terrain (ID_24102).obj'
    UnityEditor.PrefabUtility.ValidatePath (UnityEngine.GameObject instanceRoot, System.String path) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEditor.PrefabUtility.ReplacePrefabArgumentCheck (UnityEngine.GameObject root, System.String path) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEditor.PrefabUtility.ReplacePrefab (UnityEngine.GameObject go, UnityEngine.Object targetPrefab, UnityEditor.ReplacePrefabOptions replaceOptions) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEditor.PrefabUtility.ReplacePrefab (UnityEngine.GameObject go, UnityEngine.Object targetPrefab) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    VacuumShaders.TerrainToMesh.TerrainToMesh_EditorWindow.ExportTrees (UnityEngine.GameObject parent, UnityEngine.Terrain _terrain, System.String prefabName) (at <576c048986154aa6be370a8614f39bf6>:0)
    VacuumShaders.TerrainToMesh.TerrainToMesh_EditorWindow.Generate (UnityEngine.Terrain _terrain, System.Boolean isGameObject, System.Single progressBarMultiplier) (at <576c048986154aa6be370a8614f39bf6>:0)
    VacuumShaders.TerrainToMesh.TerrainToMesh_EditorWindow.Draw_GenerateButton (System.Boolean _isReadyToGenerate) (at <576c048986154aa6be370a8614f39bf6>:0)
    VacuumShaders.TerrainToMesh.TerrainToMesh_EditorWindow.OnGUI () (at <576c048986154aa6be370a8614f39bf6>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <9577ac7a62ef43179789031239ba8798>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <9577ac7a62ef43179789031239ba8798>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEditor.HostView.Invoke (System.String methodName) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEditor.DockArea.OldOnGUI () (at <2f1c602eae0d45c293fff3e3aef759fa>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <06214b245dbb4d10a9cefd10639bb04e>:0)
    UnityEngine.UIElements.BaseVisu
     
  12. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    Errors are not related to the T2M. Those are some UnityEngine.Elements errors not used in T2M.
    What Unity version are you using and render pipeline? Do problems exist in empty project with T2M only?


    I will need more info, send them to the support email (support@amazingassets.world).
    1) Unity version
    2) Render pipeline
    3) OS
    4) Build target
    5) Attach problematic terrain as unitypackage, with used paint textures.
    6) T2M editor window settings used (exporter settings).
    7) Asset purchase invoice.



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  13. lorrainelin

    lorrainelin

    Joined:
    Mar 4, 2020
    Posts:
    4
    Hello,

    I tried to use T2M with 6 diffuse maps + 2 normal maps, but the normal maps don't seem to be showing in the generated material. Am I missing something?

    Edited to include an image, thanks for reading.
     

    Attached Files:

  14. Arkhivrag

    Arkhivrag

    Joined:
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    There is no 6 diffuse maps + 2 normal maps. Selected shader is diffuse only, with 6 textures.
    Bump maps are supported in combination only with 1, 2, 3 and 4 diffuse textures.



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  15. tree_arb

    tree_arb

    Joined:
    Dec 30, 2019
    Posts:
    307
    I'm not going to say I bought this asset only because you have a homer Simpson avatar...but it certainly didn't hurt.

    Hi, i just started using this asset, very nice work. Is there a shader or way to increase what I believe is the normal scale, preferably with a splat map setup?

    1) I see shaders with normals but not a normal scale. for example, here is the standard unity shader with normal scale set to 0 and then turned up a bit changing the look of the mountains (mesh, single texture no splat map). I would like to duplicate this look on the mountains layer while using a splat map by setting normal scale higher...or however that effect would be achieved

    https://i.ibb.co/tCFQ7kX/terrain.jpg

    2) would there be a way to export a single base map texture from the mesh terrain instead of terrain? I'm finding that my workflow is now adjusting shaders on the Mesh rather than terrain because its a bit different look than the original terrain object conversion. It would be nice to then stamp out a single base map from that mesh texturing for use on the lower model phones

    Using default render pipeline at this moment

    thanks
     
    Last edited: Feb 13, 2021
  16. gearedgeek

    gearedgeek

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    Jun 19, 2015
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    236
  17. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
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    1) No normal scale is available. Added to the wish-list.
    2) This is not possible. Tool bakes Basemap only from Unity terrain.

    What those screenshots demonstrate? Splatmap shader or Basemap? Which one is 'correct'? What settings are you using inside T2M editor window?
    More details would be helpful.



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    tree_arb likes this.
  18. gearedgeek

    gearedgeek

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    Jun 19, 2015
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    It’s showing the terrain normally and without the terrain.
     
  19. Arkhivrag

    Arkhivrag

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    And what exactly are you doing? What settings are you using? What textures are you baking? What shaders are you using?
    More details would be helpful.



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    Last edited: Feb 13, 2021
  20. gearedgeek

    gearedgeek

    Joined:
    Jun 19, 2015
    Posts:
    236
    Sorry about not including more information. I was posting on my smartphone. I'm using Gaia 2 to create the terrain. Then I'm using Terrain to Mesh to create the mesh.
    .
    Settings for Terrain to Mesh:
    https://drive.google.com/file/d/1YNK89EJZOtQL0h8zjHZee8S6AL02cs1M/view?usp=sharing
    https://drive.google.com/file/d/1IaPj0Bi0oew_PRLdMAlRSZ-Rb8hwjSk5/view?usp=sharing


    EDIT: I was only exporting the basemap. I included the Splatmap and it appears that the detail is showing correctly. I'm guessing that I need to include the Splatmap as well to get the detail.
     
    Last edited: Feb 13, 2021
  21. Arkhivrag

    Arkhivrag

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    Using Splatmaps with included T2M shaders can render terrain textures in original resolution, but used texture count is limited to 8 paint textures (mesh shaders can not render more textures).
    Basemap can bake all terrain painted textures into one texture, but resolution of one Basemap texture is limited to 8K resolution (Unity engine limitation).

    So you have to choose which one you use - Basemap or Splatmap shader.



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  22. azmi_unity

    azmi_unity

    Joined:
    Dec 13, 2020
    Posts:
    60
    The normal map PNG doesnt import properly into Blender. It looks packed (the blue component needs to be calculated from red and green). Anyway to export bluish-purpley normal maps?
     

    Attached Files:

  23. LiruJ

    LiruJ

    Joined:
    Feb 11, 2017
    Posts:
    1
    Hi, I'm having an issue with the TerrainToOBJ function.

    I have multiple terrains that I would like to save to obj files automatically (through a script). The terrains are each 32x32, and the vertex counts are 64 and 64 when exporting. I use a StreamWriter to write the string to a file, much the same as in the example Runtime_OBJExporter.cs file, however; my meshes only use the y value from the first row then just repeats them (check attached file). If I manually export the mesh via the editor window, they turn out fine.

    Unity 2020.2.4f1, Windows 10, normal pipeline. I'm using the Unity scene more as a tool to build and package up data for a MonoGame project, so nothing is really built.

    Let me know if there's any more info you need.

    Edit:
    Something I want to note, actually, is that the terrain at 0,0 is absolutely fine, the terrain to the left of it has the height be the same along the x axis, the terrain in front of it has the height be the same along the z axis. Terrain diagonally from 0,0 is completely flat, and I believe it's using the height from the corner closest to 0,0. I can't work out of it's something I'm doing wrong, but hopefully that information is useful.

    Edit 2:
    I've managed to work out a quick and dirty fix. Before calling the TerrainToOBJ function, I set the position of the terrain to Vector3.zero, I call the function, then I put the terrain back to where it was. This exports the mesh correctly. I think perhaps you used a global position when you meant to use a local? It would explain the issues.
     

    Attached Files:

    Last edited: Feb 23, 2021
  24. Arkhivrag

    Arkhivrag

    Joined:
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    Exported texture is Unity normal map (already decoded), it was not meant to use it outside of the engine. "bluish-purpley" normal map will be added in the new version that I'm currently working on.



    Will be fixed in the new version.



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  25. tree_arb

    tree_arb

    Joined:
    Dec 30, 2019
    Posts:
    307
    Hi, Shaders are working great. One other feature i would like to recommend for the future wishlist... I believe its called uv blending or uv mixing, something I've seen a few other terrain shaders do to reduce tiling effect.

    Im not sure how that impacts performance or if it would have to be its own shader to not lower the performance of the current shaders.
     
  26. azmi_unity

    azmi_unity

    Joined:
    Dec 13, 2020
    Posts:
    60
    Thanks! This here is an editor script that I used to unpack the blue channel, if anyone's interested.

    Code (CSharp):
    1. var selected = Selection.objects;
    2. foreach (var obj in selected)
    3. {
    4.     Texture2D texture = obj as Texture2D;
    5.     if (texture != null)
    6.     {
    7.         var data = texture.GetPixelData<Color32>(0);
    8.         for (int c = 0; c < data.Length; c++)
    9.         {
    10.             Color color = new Color(data[c].r / 255f, data[c].g / 255f, data[c].b / 255f);
    11.             float nx = color.r * 2.0f - 1.0f;
    12.             float ny = color.g * 2.0f - 1.0f;
    13.             color.b = (Mathf.Sqrt(1 - (nx * nx) - (ny * ny)) + 1.0f) / 2.0f;
    14.             data[c] = new Color32((byte)(color.r * 255f), (byte)(color.g * 255f), (byte)(color.b * 255f), 255);
    15.         }
    16.  
    17.         texture.Apply();
    18.  
    19.         byte[] png = texture.EncodeToPNG();
    20.  
    21.         File.WriteAllBytes($"{Application.dataPath}/(Temporary)/{texture.name}.png", png);
    22.     }
    23. }
     
  27. Augis1980

    Augis1980

    Joined:
    Sep 23, 2014
    Posts:
    48
    Hi, I understand that you Limit Normal maps in 8 texture shader version (SRP Shader graph) due to 16 Samper limitation. But it should be possible to use 1 sampler for several Textures with Sampler state. Or is there any other reason why you remove normal maps ?

    By the way I was able to remake your 8 texture shader graph to version with normal maps
     
    Last edited: Feb 25, 2021
  28. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
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    Texture limitation is due to mobile GPUs graphics APIs (OpenGL ES, DX9) not supporting SM3.5, as Terrain To Mesh was designed to render slow Unity terrain on mobiles as fast as possible.
    More textures will supported in new version.



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    Last edited: Feb 26, 2021
  29. Augis1980

    Augis1980

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    Sep 23, 2014
    Posts:
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    Got it, I also noticed that you do not support textures, I use CTS terrain shader and after conversion it turns distorted. (I know that standard unity terrain doesn't support them)
     
  30. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
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    Tool can convert any Unity terrains into a mesh.
    As for exporting Splatmap and Basemap textures, this is possible only when terrain uses Unity built-in shader. If your terrain uses any third party shader (including CTS) those textures can not be exported and there is no way for me to add such feature.



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  31. BeyondMASC

    BeyondMASC

    Joined:
    Feb 11, 2019
    Posts:
    9
    Hi,
    This tool can be used to go back from mesh to terrain?
    Thanks!
    M. Soto
     
  32. Arkhivrag

    Arkhivrag

    Joined:
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    BeyondMASC likes this.
  33. Arkhivrag

    Arkhivrag

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  34. kbm

    kbm

    Joined:
    Aug 7, 2014
    Posts:
    84
    Hi @Arkhivrag , this looks very promising!
    Is there an ETA for when this update will be ready?
     
  35. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    • Terrain To Mesh 2021 will be released in May (about 75% of all planed features is already finished).
    • Price for the new asset will be 35$-45$.
    • Upgrade price for existing customers will be only price difference between old(current) and new assets - no overpay!
    • Customers who have additionally purchased SRP shader add-on, upgrade price will be reduced accordingly.
    • After release SRP shader add-on will be deprecated too, as it will be included in the main package.


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    nico_st_29 and knxrb like this.
  36. kbm

    kbm

    Joined:
    Aug 7, 2014
    Posts:
    84
    @Arkhivrag thank you, looking forward to it!

    quick question about mesh materializer (which i just bought from the asset store):
    is it possible to combine meshes and still have texture information?
    I have a bunch of ProBuilder meshes with their own materials/textures but I was not able to combine the meshes with Mesh Materializer without losing the texture information.

    It just samples vertex colors apparently.

    I thought this was possible?
     
  37. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
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    Mesh Materializer bakes everything inside mesh vertex color - that's the entire point of that tool - to get rid of the textures.



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    Last edited: Apr 15, 2021
  38. nico_st_29

    nico_st_29

    Joined:
    Mar 14, 2020
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    That sounds excellent. Will this be compatible with Vegetation Studio Pro at some point?
     
  39. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    I do not have Vegetation Studio Pro asset. If it saves tree and detail meshes inside TerrainData asset, then they can be exported too.



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  40. tiny_xue

    tiny_xue

    Joined:
    Jun 19, 2018
    Posts:
    6
    With 2020.5 version and Unity 2018.4.32f1 personal, I really got two errors when i click to open UI. Error not occured in Unity2020.3.
    1.GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at E:/unity/Modules/IMGUI/GUIUtility.cs:179)
    2.TypeLoadException: Could not resolve type with token 01000061 (from typeref, class/assembly UnityEngine.Rendering.RenderPipelineAsset, UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)
    VacuumShaders.TerrainToMesh.TerrainToMesh_EditorWindow.OnGUI () (at <90c0d4f30ea845068e40067b0a6318c4>:0)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <c8d0d7b9135640958bff528a1e374758>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <c8d0d7b9135640958bff528a1e374758>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <c8d0d7b9135640958bff528a1e374758>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at E:/unity/Editor/Mono/HostView.cs:342)
    UnityEditor.HostView.Invoke (System.String methodName) (at E:/unity/Editor/Mono/HostView.cs:336)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at E:/unity/Editor/Mono/HostView.cs:310)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at E:/unity/Editor/Mono/GUI/DockArea.cs:361)
    UnityEditor.DockArea.OldOnGUI () (at E:/unity/Editor/Mono/GUI/DockArea.cs:320)
    UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at E:/unity/Modules/UIElements/IMGUIContainer.cs:244)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at E:/unity/Modules/IMGUI/GUIUtility.cs:179)

    Would you check it ?
     
  41. zenforhire

    zenforhire

    Joined:
    Nov 5, 2012
    Posts:
    65
    Shading issue when importing a custom export of the terrain mesh. Everything is white like it is not using the shader?
    Same version of Unity. Import into different project that uses the new mesh. Little icon for the shader is white too.



    Cheers
     
  42. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    Just test using Unity 2018.4.34 and no problems at my side.
    Try: completely remove asset from the project, clear Asset Store cache folder and re-download asset from the store.


    Current version supports Unity 2017.4.10 -> 2019.3.0 and may not work with later versions.
    New Terrain To Mesh 2021 designed for Unity 2019.4, 2020.3 and 2021 is almost finished. Submitting next week.



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  43. zenforhire

    zenforhire

    Joined:
    Nov 5, 2012
    Posts:
    65
    We tried it in 2019.4.4. It seems to build terrains and make the material/shaders correctly. The problem is just moving between projects by exporting it as package. Could be our ignorance and nothing to do your asset. Just stuck right now.

    FIXED: We just noticed in shader errors "failed to open xxxxx.cgin"
    Right click on the Shader. Reimport. I can see the material/splat maps now
     
    Last edited: May 7, 2021
  44. tiny_xue

    tiny_xue

    Joined:
    Jun 19, 2018
    Posts:
    6
    Thanks for replying, and I find in the very early version, Terrain to mesh supported painting tools to repaint on converted mesh, and other usefull tool like LOD trees. Why removed those tools? Does it mean you suggest we to use Unity terrain to design, use Terrain To Mesh only for converting?
     
  45. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    Terrain To Mesh has never had any painting tools o_O or tree LOD system.
    Yes, TTM is only for converting. And optimization and reducing drawcalls.



    Amazing Assets - YouTube Facebook Twitter
     
  46. Soshius

    Soshius

    Joined:
    Nov 26, 2014
    Posts:
    4
    Any update on Terrain to Mesh 2021 ? Waiting for this to test my terrain :D
     
  47. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    Terrain to Mesh 2021 is finished and has been submitted for review on May 11.



    Amazing Assets - YouTube Facebook Twitter
     
    Last edited: May 18, 2021
    marcell123455 likes this.
  48. MrPapayaMan

    MrPapayaMan

    Joined:
    Feb 16, 2021
    Posts:
    39
    Hello. Has VR support or planned VR support? Single Pass Instanced?
     
  49. Arkhivrag

    Arkhivrag

    Joined:
    Apr 25, 2012
    Posts:
    2,937
    MrPapayaMan likes this.
  50. Migueljb

    Migueljb

    Joined:
    Feb 27, 2008
    Posts:
    562
    I'm using unity 2019.4.17 in standard renderer on quest vr multi-view rendering. Got a question on the diffuse_4 shader and just in general for mesh terrains using these shaders.

    Is there a way where in the shader it says - BaseMap (Fallback use only! - Where I can make this texture be the colormap overlay on top of the shader. So it would be Colormap, Splatmap then the splatmap with the RGBA is the 4 textures on the mesh terrain. Really nice to be able to use a colormap overlay on top of the 4 textures especially for mobile to add extra detail on top. Same goes for if I wanted to only use a Diffuse 3 texture shader and still use the colormap overlay. Any help on this would be great. Thx.