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[TerrainEngine] Voxel Terrain : Smooth,Cubic,2D,Hexagonal Infinite Procedural Terrain

Discussion in 'Assets and Asset Store' started by dyox, Mar 19, 2013.

  1. dyox

    dyox

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    Hi everyone.
    I'm working on last systems (Biomes/Vegetation) for TerrainEngine.
    I was not satisfied by MegaSplat shader, i've decided to create a new shader to better fit to TerrainEngine Features :
    -Per Pixel Normal
    -Per pixel SplatMap
    -Reflection / Specular
    -Voxel/Splatmap blending

    Terrain Size (8km2)
    Desktop Screenshot 2019.10.29 - 21.07.10.21.png Desktop Screenshot 2019.10.29 - 21.06.59.28.png Desktop Screenshot 2019.10.29 - 21.00.44.86.png Desktop Screenshot 2019.10.29 - 20.59.29.28.png Desktop Screenshot 2019.10.29 - 20.59.10.45.png
     
    Last edited: Oct 29, 2019
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  2. neoshaman

    neoshaman

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    So you are limited to 4-5 blending again? May I suggest you to look at ghost recon wildland? They have a similar but per pixel splatting up to 255 maps (one channel splat) with bilinear blending between splatted.
     
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  3. dyox

    dyox

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    No, Im using texture array. (255 textures)
    The same channel packing as megasplat to keep backward compatibility.
    (Diffuse rgb height,normal r=spec,ba=normal)

    I also already made a bilinear blending for splatmap and terrain normal.
     
  4. Ascensi

    Ascensi

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    How is the FPS using tessellation and would it have enough performance to work with VR? Does it have GPU Occlusion culling? or comparability with Godoc https://assetstore.unity.com/packages/tools/utilities/gdoc-dynamic-gpu-occlusion-culling-139079
    There is another asset I'd like to see work with displacement handling but it may give you ideas to build yourself rather than interest to integrate 3rd party and that is screen space displacement mapping to negate the need for tessellation https://forum.unity.com/threads/screen-space-displacement-mapping-no-tesselation-progress.611659/ -this may have been mentioned already.
     
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  5. dyox

    dyox

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    -Biomes
    -Vegetation Editor
    -Runtime nodes
    -ECS Colliders
    -AssetBundle/Resources Management
    -360° billboards
    -ScreenSize LOD (realtime)
    -And more ...
     
    Last edited: Nov 17, 2019
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  6. dyox

    dyox

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    -UnityPhysics
    -Vegetation Colliders
     
    Last edited: Nov 17, 2019
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  7. neoshaman

    neoshaman

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    What's your computer specs?
     
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  8. dyox

    dyox

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    Windows 7
    I7-4770k 3.5ghz
    16gb ddr3
    Nvidia gtx 1080 founder edition
    500go ssd
     
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  9. Tethys

    Tethys

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    WOW!!!!!! I must have!
     
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  10. danielsenna

    danielsenna

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    how come I can't find this in the asset store?
     
  11. whatbus2000

    whatbus2000

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    It has never been in the asset store, but will be, eventually when it is ready. I cant wait.
     
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  12. Harekelas

    Harekelas

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    just wanna know where can I buy this asset?
     
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  13. RandAlThor

    RandAlThor

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    That´s what we all want to know since years :)
     
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  14. Harekelas

    Harekelas

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    I'm learning voxel coding and marching cubes algorithm now, will follow the creator's steps and make a voxel system for experiments while waiting the creator's amazing work :)
     
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  15. dyox

    dyox

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    Hi, TerrainEngineNext Beta 2 is almost done.


    Features :
    -Infinite procedural Voxel Terrain ( Burst : 60+ Algorithms, Stamps, UnityTerrain, Cavity, Slope,Height,Voxel,Erosion)
    -Pathfinding : Walk,Climb,Fly (worldposition, normal, voxel)
    -ScreenSize LOD
    -360 Billboards
    -Shader : Parralax, Splatmap, Per Pixel Normal, 255 Textures
    -Mesh to Voxel converter : Convert any mesh to SignedDistanceField
    -Voxel Raycasting
    -Decoration Instancing (Custom Frustrum, Custom shadow Mesh, Instancing)
    -Editor/Runtime World Editor
    -2048*2048 Terrain load time : 0.57s
    -Task system working with Unity Jobs
    -AssetDatabase : Load/Unload assets from resources or AssetBundle (Decoration,Billboards,etc)

    Terrain Tool :
    -Symmetry
    -Modification preview
    -Fracture (Sharp, smooth)
    -Water
    -Rotation, Mirror

    Total of 137 burst jobs.
    Heavily optimized, main thread usage stay < 3ms with a job dispatcher and priority queue.
    A complete Blittable NativeArray system with realtime memory usage info and pooling

    Burst Job :
    -Blur/GaussianBlur/Cavity
    -Raycast
    -Pathfinding
    -Transvoxel
    -Octree
    -Fracture
    -Terrain Operators
    -60+ Noises
    -World SplatMap/NormalMap generation
    -Frustrum Culling
    -ScreenSize LOD
    -Erosion

    Generic Systems :
    -Create a new terrain operator easily. It will automaticaly use Burst
    -Plugin system : Decoration,Water,Terrain Tool. All systems are built using the plugin interface.
    -NavVoxelAgen : Replaced NavMeshAgent reference to this. It contains same functions and system. Allowing to switch easily from any existing solution.

    And more.

    For more information, contact me : fastmarchingcubes@gmail.com.
    TerrainEngineNext is production ready and is actually used on few projects.
     
    Last edited: Jan 23, 2020
  16. SirStompsalot

    SirStompsalot

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    I am blown away.

    Damn. Looks like it's been worth the wait.
     
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  17. neoshaman

    neoshaman

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    That looks amazing! I wonder when you will start planet terrain lol

    HOWEVER I would advise you to ditch the complicated inflated cubemap model for the superior octahedron mapping, which allow so many optimization and less cases to test, as less complex map and also much less distortion.

    IN fact the hemispherical version is the best , rather than the full sphere unwrap (for chunk based system) because it simpler to manipulate, as negative and positive hemisphere, and it has only one clear line to manage at the equator (instead of the weird cross shape seam of the full sphere unwrap). It's also way to simpler to visualize and create map for.
     
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  18. phil-harvey

    phil-harvey

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    Looking very nice.
     
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  19. phil-harvey

    phil-harvey

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    One question, is how does it work for networking and being server authoritative?
     
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  20. Tethys

    Tethys

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    Wow, this is wonderful! This is a huge upgrade, definitely interested in purchasing a seat - well done!
     
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  21. Harekelas

    Harekelas

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    I've sent an email to the address up there, but still no response. Just wanna know how can I buy a seat.
     
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  22. dyox

    dyox

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    TerrainEngine is built for multiplayer.
    The architecture is ready but I've not made the network interface actually.
    It will support a full / semi authoritative server.

    Can you send me a PM with your email please?
     
    Last edited: Jan 26, 2020
  23. dyox

    dyox

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    Generating a planet is definitively on my list, but there are many obstacles independant of the type of mapping or the planet rendering architecture.
    Generating :
    -Curvature
    -Erosion
    -Fluids
    Is almost impossible for a planet, except if it's pre-generated like on star-citizen and having a database of maps.
    All existing planet rendering solution are looking same and the visual result is not what i'm targeting.

    Also, i do not want to use any GPU system, as i want a fully authoritative server, generation must only use CPU. It's why i'm not using any Compute Shader on TENext.

    Desktop Screenshot 2020.01.26 - 11.13.01.40.png Desktop Screenshot 2020.01.26 - 11.11.53.19.png Desktop Screenshot 2020.01.26 - 11.10.39.44.png Desktop Screenshot 2020.01.26 - 11.07.12.87.png Desktop Screenshot 2020.01.26 - 11.06.54.11.png
     
    Last edited: Jan 26, 2020
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  24. dyox

    dyox

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    Desktop Screenshot 2020.01.26 - 11.06.27.90.png Desktop Screenshot 2020.01.26 - 11.03.21.96.png

    My plan is to implement :
    -Networking
    -Caves
    -Roads
    -Rivers/Lakes
    and increase the current view distance (from 16/32km² to 160/320km²) and after i will work on a planet system for TE.
     
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  25. dyox

    dyox

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    I'm finishing a new Feature :
    Desktop Screenshot 2020.01.28 - 02.32.02.84.jpg Desktop Screenshot 2020.01.28 - 02.35.56.92.jpg

    Emissive voxels, using textures emission colors.
     
    Last edited: Jan 28, 2020
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  26. phil-harvey

    phil-harvey

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  27. siliwangi

    siliwangi

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    Does TerrainEngineNext supporting android and IOS?, if yes what is the benchmark result?
     
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  28. DJ_Design

    DJ_Design

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    I wonder if you would consider showing off the multiplayer in an easy to use free plugin such as photon?
    You would definitely be the only asset I'm aware of giving full multiplayer functionality out of the box- a great way to showoff the possibilities as such a large system can seem daunting for enough to learn at first I'm sure.

    After seeing your Citygen project I'm beyond excited to see what you will do with implementing roads into the engine :<)
     
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  29. Razmot

    Razmot

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    Hey that looks like my old space station prototype done with TE9 :) but I guess when you do interiors with marching cubes they end up looking like that !
     
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  30. dyox

    dyox

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    I will provide a network interface with examples for Photon and Mirror.
    They are different and both will be interesting to show as example.

    -It's not compatible for Mobiles, Terrain Shader is too complex (splatmap,per pixel normal, triplanar, parallax,etc)

    I've made this new video showing all new features and optimizations
     
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  31. SirStompsalot

    SirStompsalot

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    Unrelated: I'm thrilled you're using music in your demo videos again!
     
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  32. Tethys

    Tethys

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    Wow, love this! The terrain looks so freakin GREAT! Oh my goodness - the details and different formations make this terrain look so interesting. This is such a major upgrade from TE1 - really looking forward to using it. Will you include the demo you used for this video? That could be super helpful for newbies getting started. Congratulations on making such a great looking product, well done!
     
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  33. Harekelas

    Harekelas

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    Hi, is there a way for me to purchase this asset?
     
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  34. dyox

    dyox

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  35. dyox

    dyox

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    Thanks ! Yes, everything is included as example.

    A demo is also coming soon, i will provide a download link.
     
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  36. Harekelas

    Harekelas

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    I've sent you mails multiple times but seems they all gone missing. But I'll just send another one, it's from yahoo.com. Please let me know if you still can't recieve it. :)
     
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  37. phil-harvey

    phil-harvey

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    Demo would be great
     
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  38. HakJak

    HakJak

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    @dyox This is very impressive. I sent you an email. Very interested in discussing further.
     
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  39. dyox

    dyox

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    TerrainEngineNext : Beta 2

    Demo
    https://drive.google.com/open?id=1HUGj_6hFY3ZE0ppu3eoE3kEpIpDtYkum
    /
    https://www.dropbox.com/s/klbe01bx7524sim/TerrainEngineNext.rar?dl=0

    Feel free to share the load time (2048*2048*2048) (i7-4770k, 8 threads)
    Desktop Screenshot 2020.02.12 - 08.20.27.14.png



    [Tab] World Editor
    [G] Switch Controller
    [Shift + LeftMouse] Box editor
    [Keypad] Voxel Id : 0 = no voxels
    [1-0] Tool Size

    [Increase-Decrease] World Size : [Tab][Height Menu]


    Know issues :
    -Physics.BakeMesh crash Build/Editor on Exit (Unity 2019.3.0f6)

    Beta 3 WIP
    -Procedural Cliffs
    -Rivers
    -Network Interface
    -Planet preview (Minimap)
     
    Last edited: Feb 12, 2020
  40. HakJak

    HakJak

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    upload_2020-2-12_12-14-18.png

    Very nice! Fast loading time here too, with similar specs.
    Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz, 4001 Mhz, 4 Core(s), 8 Logical Processor(s)

    I love the mesh feature but, understandably, accuracy becomes an issue with smaller parts. Would it be possible to change the resolution of the voxel blocks and have a smaller, but more accurate scene?

    Ideally, I would love to use this to create lots of destructible buildings with interior walls of an average thickness.
     

    Attached Files:

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  41. HakJak

    HakJak

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    BTW, will this work on Playstation 4 or Xbox One?
     
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  42. Tethys

    Tethys

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    Great demo, thanks for sharing and creating the video to show how it works!
     
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  43. Player7

    Player7

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    It's an impressive terrain engine for sure, ryzen 3700x did around 0.4 with 10 chunks went to 22gb memory then came back down to around 12gb eventually. Water solver is a little broken over across chunk borders though.


     
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  44. Tethys

    Tethys

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    0.22 load time for me - 4k resolution. Dont have time to upload a screen shot but damn thats amazing! Running AMD Ryzen 7 2700X 8-Core 3.7 with 16 g ram and Nvidia 1080 with 8g of ram. These processors are a beast - I click on the demo icon and its just practically instant heh.
     
    Last edited: Feb 13, 2020
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  45. Razmot

    Razmot

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    in 1920x1080, load time of 0.43 on my old beast from 2012 : i7 3770K 3.5 Ghz and gtx 680 !
    and in 3840x2160, 1.032 ms.
    (32 Go Ram)
     
    Last edited: Feb 13, 2020
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  46. mgear

    mgear

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    load time 0.17 (i9-9900k @ 3.60ghz, screen 2560x1440, rtx2080ti)
     
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  47. dyox

    dyox

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    Thanks, yes i've not implemented fluids flow on borders, i'm not sure to keep this algorithm for the moment.
    I'm thinking to switch to a real volumetric flow but i want to finish and test rivers first.

    -Yes, all platforms. (shader model 4.6)

    -All functions are ready for voxel size, but i've not added the option actually.
    It will be available on future updates

    -I'm jealous :), I really need to change my pc :D

    One feature that will be added asap is voxels objects with different resolution/scale.
    It will allow to create buildings, space station, asteroids, vehicles, etc. and will works with all tools, like fracturing.

    When i will finish the implementation of the minimap with flat/planet preview, the next step will be a world LOD system, it will reduce the total memory usage and increase the view distance a lot.
    This will be the first step to the planet rendering.

    Thanks for all your feedbacks, i'm glad that everything is working well.
     
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  48. HakJak

    HakJak

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    Thank you! Please disregard my email with duplicate question.

    Excellent! Looking forward to these very much! That's just what I was looking for.
     
  49. Rickmc3280

    Rickmc3280

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    I was looking at this tool for some uses, but its kind of concerning that the developer wouldnt honor the fact that 10 people paid 3000-4000 each for the source code, with records and he wont give them what they paid for... Great looking stuff though.
     
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  50. dyox

    dyox

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    Yes i understand, but i always honored my customers, and i'm still working with many studios currently.
    I'm providing support, creating custom systems for each games and I accompany all the studios during all the development period of their games for years.
    The problem few years ago was beyond my control and i did my best to fix the situation.
    The current price is much lower than 3000-4000.

    Anyway I'm currently working on the next Update of TENext.
    A lot of new features and improvements are coming.
     
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