A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Separate names with a comma.
Discussion in 'Assets and Asset Store' started by Arkhivrag, Oct 1, 2015.
It looks like you are using very old (and now not supported) version. Update to the latest version.
Is it possible "not" to rotate any of the detail objects upon export?
I created a scene using the basic Unity prop painting and sculpting tools.
I painted both massive enviroment objects and tiny detail objects. "Quixel Props".
Once placed. The terrain has been artisiticly sculpted around the props to embedd them convincingly.
Things are exacctly as I want them.
Once I got the Amazing converter.
I see that massive objects are considered detail.
They rotate upon export no matter what.
0 will uniformly set them all to the original state.
And of course 360 and random are also all rotations.
Can they just not move?
I will check.
Hello, I seem to be having an issue with the packages shaders. This happened after I foolishly moved around the folders in my hierarchy but I can't seem to fix it despite undoing my adjustments. I have attempted deleted everything regarding the package, reinstalling, and reimporting to no avail.
The error I am facing is: Shader error in 'Amazing Asssets/Terrain To Mesh/Splatmap': Couldn't open include file 'Splatmap.cginc'. at line 738
If I could receive any assistance it would be greatly appreciated!
Try recompile Splatmap shaders as described in the Manual file.
Hello, thank you for the quick reply!
Unfortunately, the recompilation steps provided in the manual did not seem to resolve the issue. Here is some additional information:
Unity Version: 2021.3.17f
The package was working perfectly before I made the mistake of rearranging my project files. Never doing that again . I attempted to undo the rearrangement to the best of my ability but may have missed a thing or two.
a better screenshot of the error:
After doing some testing, it seems like removing the normal maps from each of the terrain textures makes it render properly. That being said, the error is still present in the console. Is there a reason this would happen?
Amazing Assets/Terrain To Mesh folder can be moved to any location inside project. It is not mandatory to have it in the main Assets folder. Just keep original Amazing Assets folders hierarchy.
Your error only indicates that shader cannot find Splatmap.cginc file. Make sure it is inside Amazing Assets/Terrain To Mesh/Shaders folder.
Try, delete projects Library folder. This fill force full project reimport and recompile.
Hi there, I can confirm that the Splatmap.cginc file is in the folder. Would there be a specific reason why it isn't being detected. I am a bit paranoid that deleting the library folder may harm my project which I've sunk a couple months into.
Not sure what has gone wrong when you rearranging project files and then restored them. Looks like something has messed up. References has been lost or incorrect paths are used now.
Removing TTM and re-importing should have fixed it.
Yeah unfortunately it doesn't seem to matter how many times I reimport TTM : L
For now, the error doesn't seem to be negatively effect my project in any way as Im able to convert my terrains with no issue. It will just be annoying to have that error there. I guess I will take this as a warning to not rearrange files when not necessary.
Try new version for Unity 2021.3.
I wanted to ask: why is the source code not available and all the C# code is precompiled into a .net DLL? On that note, why is it the case with most (if not all, correct me on that) of your assets available on the asset store? I really want to know the reason behind this decision.
I installed the Universal package and manually updated the shader, but edgefall is pink. After upgrading to URP material, it looks strange. Can you help me? Unity 2021.3.13
Edgefall uses Unity's default Lit shader. You can't update it.
Screenshot looks correct. You can change edgefall texture in the generated material.
Is there a setting to get the terrain to bake shadows onto itself?
Do you mean Lightmap baking?
I'm having some problems with the T2M package and the Curved Worlds package.
I want to turn my terrain into a mesh and use the curved worlds package to bend it. However, the resolution of the textures that T2M produces when I use the custom curved world lit shader is low compared to the original texture on the terrain.
Here are the material settings in T2M:
and here is a screenshot of a part of the original terrain:
here is the generated mesh:
As you can see, I have set the resolution of the basemap to 8192 but it still looks blury.
Does anyone have any advice or help with this? Thanks in advance!
You need to have a tiled layered image.
Why not use Splatmap material, it renders textures in their original resolution. Instead of baking them all into one Basemap texture?
Yeah, I managed to fix it. Got support from the asset dev. The thing I was missing was to activate Curved World shader transformation for T2M shaders. Once I had done that the splatmap material worked.
Hello, I would like to ask, can this product depict terrain with point clouds in unity with agx plugin
I noticed when baking lightmaps in subtractive mode in URP14 (Unity 2022.3.10). All Materials with the Splatmap Shader stay black, althought correctly baked lightmaps are shown in "Baked Lightmap" View. Does not happen with Shadowmask or Baked Indirect. I already did the Splatmap Shader Updating in the Documentation, no change.
Just did the quick test and at my side all light baking had the same results (Unity 2022.3.11 URP):
How would I enable per chunk UV? I cant seem to find an option to toggle it in the TTM window. There is a tick box on the terrain object itself in the inspector window, but a message there says to not adjust anything in the inspector window.
Also it seems like my generated terrain comes with very poor texel validity. Is there a way to tune this? It is generating very poor lightmaps.
Enable Basemap baking with Export Per Chunk:
Are you using High compression for generated mesh? Try lower compression.
Doing some research into exploring terrain optimisations for a flight simulation game. I need to render terrains very far away since the camera will be flying around in the sky and I think Terrain to Mesh could be the solution? I'm just looking to have a sense check done to confirm my workflow design will work before I buy.
1. Convert Unity Terrain using Terrain to Mesh multiple times at low, mid, high resolutions for multiple LODs
2. Assign generated models to LOD group for each terrain chunk
3. Do occlusion/frustrum culling on the Camera end
Would it be that simple in practice?
I also have the following 2 concerns I could potentially struggle with.
1. Would there be any potential issues with 'seams' or 'gaps' between meshes if they're rendered at different or low LODs?
2. I saw there was a generate collider toggle in the documentation. Is this collider an accurate representation of terrain shape? Is it something I can toggle on and off at runtime to save memory?
2. Yes. You have to manually set up LOD groups as TTM has no such feature.
1. Yes, meshes with different vertex count will definitely have gaps and seams. However they can be minimized or 'hidden' by generating meshes with 'Edge Fall' option enabled.
2. For collider TTM generates similar mesh, but with user controllable resolution related to the main mesh. For example if the main mesh has 100x100 vertices and Generate Collider Resolution is set to 0.5, this will create similar mesh but with 50x50 vertices.
Excellent! One last thing - I want to utilise satellite imagery for the terrain textures (using another asset like WorldComposer) then modify if needed with roads, (say from Easy Road) I assume as long as end result is a Unity terrain, once I turn it into a mesh the textures will carry over?