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Windridge City Asset Problem

Discussion in 'Editor & General Support' started by Zondax35, Mar 3, 2020.

  1. Zondax35

    Zondax35

    Joined:
    Feb 4, 2020
    Posts:
    2
    i'm using Unity 2019.2 and i downloaded the Windridge City map that you can get from the asset store here: https://assetstore.unity.com/packages/3d/environments/roadways/windridge-city-132222#description

    i fixed multiple errors that showed up but there is one problem that i can't manage to fix, and its that the roads have masks on them that makes them look ugly. removing the masks doesn't help either. it looks like this:
    Untitled.png

    any ideas how to approach this problem other than rebuilding the entire road network from scratch?
     
    shacharoz likes this.
  2. Zondax35

    Zondax35

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    Feb 4, 2020
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    Found a solution, not sure how correct it is. but if you set the Tiling and Offset of Detail Mask (A) to 0 on X and Y on a road material, it solves the problem. repeat for every road material and that should solve it for the entire city.
     
  3. anaymous

    anaymous

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    Apr 10, 2020
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    I need help with ui error
     
  4. shacharoz

    shacharoz

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    Jul 11, 2013
    Posts:
    98
    i have the same issue!
    have you found solution
     
  5. shacharoz

    shacharoz

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    Jul 11, 2013
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    upload_2020-6-12_11-27-57.png


    building on your solution, i got another step forward. still not perfect but better.

    go to M_assphalt_No_lines_advanced material, and make these changes:
    1. main road brightness: 1.5
    2. DetailMask (A): 0 , 0 , 0 ,0
    3. main road color: white

    M_assphalt_dotted_lines_advanced_x_cross material:
    1. main road brightness: 1.5
    2. DetailMask (A): 0 , 0 , 0 ,0
    3. main road color: white

    M_assphalt_dotted_lines_advanced_rounded material:
    1. main road brightness: 1.5
    2. DetailMask (A): 0 , 0 , 0 ,0
    3. main road color: white

    sidewalk_02 material:
    1. main road color: white
    2. main road brightness: 2

    road_decals_01 material
    1. main road color: white
    2. main road brightness: 1.5

    road_decals_01_hard material
    1. main road color: white
    2. main road brightness: 2

    road_decals_03 material
    1. color: white
    2. main road brightness: 2

    road_decals_05 material
    1. color: white
    2. main road brightness: 2
     

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    REINA_96 likes this.
  6. NatureManufacture

    NatureManufacture

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    May 20, 2014
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    2,009
    Or simply change render to linear, not gamma as it should be;)
     
  7. raoul

    raoul

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    Jul 14, 2007
    Posts:
    6,612
    Hi guys,

    Or when using Lineair lower ”Main Road Detail Albedo Power” to below 1

    Thanks,
    Raoul
     
  8. shacharoz

    shacharoz

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    Jul 11, 2013
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    98
    @NatureManufacture @Easyroad
    by the way, this is the readme file attached to the asset. NONE of these links work properly. and in your publisher pages, you guys have a few assets. so we don't know which to choose.

    "
    We higly advise to use full version of our assets because trials contain baked, lower resolution and compressed data.
    Many of the included assets have been compressed to keep file size low such as texture resolutions which were dropped from 2048 or 4096 into 512 or lower, as well as reduced number of LOD's. Shaders texture sampling was locked into arrays.
    We also removed many functions from shading, which you will find in full version of this assets.
    Terrain core was made with Gaia and Gena. We build whole road system with Easyroads3d PRO and it's HD road addon which we made and publish in co-op with EasyRoads3d team.
    Terrain is shaded by CTS terrain shading which we build and publish in co-op with Procedural Worlds team. Shader support heighblend and many cool features like geological layer, perlin noise etc..

    Full versions with full resolution you could find here in links below:
    - Trees, grass, ground textures, town props, additonal rocks, rivers, lava etc could be found here:
    https://www.assetstore.unity3d.com/#!/list/28499-naturemanufacture-assets?aid=1011lGkb
    - Full version of the CTS terrain shader:
    https://www.assetstore.unity3d.com/#!/content/91938?aid=1011lGkb
    - Full version of road system:
    https://www.assetstore.unity3d.com/#!/content/469?aid=1011lGkb
    - Full version of HD road materials:
    https://www.assetstore.unity3d.com/#!/content/118774?aid=1011lGkb
    - Full version of procedural terrain shaping and painting:
    https://www.assetstore.unity3d.com/#!/content/42618?aid=1011lGkb
    - Full version of procedural foliage spawn:
    https://www.assetstore.unity3d.com/#!/content/74407?aid=1011lGkb
    "

    if you could tell us which assets we need, it would be good. if we need and if it will be in better quality of course.
     
  9. shacharoz

    shacharoz

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    Jul 11, 2013
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    after doing a full revert to all my changes to the materials, here are the results.
    it seems fine to me.

    meaning the only fix required is changing the player settings from Gamma to Linear.
    i do not know the implications on this for game or VR app or mobile, but at least the graphic side works better.

    the roads are in HD. the buildings seems not so much. but I'm happy with this for now.

    @Zondax35
     

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  10. codebiscuits

    codebiscuits

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    Jun 16, 2020
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    Hi @NatureManufacture, it would be great if this information was in the readme (huge apologies if I missed it), or on the asset store page for people like me who don't realize that this kind of thing is required (or even, if the project settings were part of the asset itself).

    Do you know how I can fix what appears to be lighting "pop" when transitioning from LOD1 to LOD0 on the buildings?
    I'm seeing a small change in distance (like a single human step) make the building suddenly "pop" into a much brighter color. There is no such "pop" between LOD2 and LOD1.

    I'm not sure if the correct lighting settings come with the project, or if I need to make changes (right now, I've not changed anything). I've rebaked like the unity warnings told me to (& it's using Enlighten (deprecated)). I'm using Unity 2020.1.2f1, happy to try and replicate in earlier version of Unity if it will help (from memory, this pop has been there in 2019 and perhaps 2018?).

    Ah, I also changed the shadow distance from 150 to 300 to stop the shadows visibly "growing out of nowhere" as I drove along city roads; be good to know if this is a valid thing to do:)

    WindridgePop.png
     
    Last edited: Aug 16, 2020
  11. NatureManufacture

    NatureManufacture

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    May 20, 2014
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    Lod0 use lightmaps while lod1 use lightprobes.Lightprobe is 1 color for whole building while lightmaps got it per pixel. Play with lod light setup.
     
  12. codebiscuits

    codebiscuits

    Joined:
    Jun 16, 2020
    Posts:
    28
    Thanks for your fast reply, @NatureManufacture!

    [Heavy edits: I made some progress since original post before getting replies]

    In the end, I tried to fix this by switching to progressive GPU lightmapper:

    In Unity 2020.1.2:
    1) New project (3D Built-in [default] Render Pipeline);
    2) Window->Package Manager: Add post-processing package;
    3) Switch "Project Settings->Player->Other Settings->Rendering->Color Space to 'Linear'" (fixes smeary black stripes on road surfaces);
    4) Import Windridge City
    5) Switch "Directional Light" in scene from realtime to mixed & static? << Not sure I needed this
    6) Switch "Windows->Rendering->Lighting->Lightmapper Settings->Lightmapper" to "Progressive GPU";
    7) Uncheck "Realtime Lighting->Realtime Global Illumination (Deprecated)"; (7 & 8 fix lighting "pop" between LOD0 and LOD1)
    8) Turn on "Stitch seams" on "popping" building mesh renderer prefabs at all LODs? << Seems to have fixed weird triangles in lighting; increases bake time https://docs.unity3d.com/Manual/Lightmapping-SeamStitching.html
    9) Hit "Generate Lighting" - Took about 10 minutes on my GTX 1070;
    "There are 535 objects in the Scene with overlapping UV's" << I will completely ignore these:D
    A) Set "Edit->Project Settings->Quality->[Ultra] Shadow Distance" to 300 (from 150; stops the shadow being visibly drawn in as you drive along roads in the city, although maybe with mixed directional light this is unnecessary).

    I also set Lightmap Resolution to 16 and Padding to 4 for now (were 4 and 2 IIRC), not sure I needed to tbh.
    So, it's better, but still not great (see below).

    If anyone has a specific idiot's guide or decent tutorial to recommend for this stuff, I'd love to hear about it, I've been 4+ hours so far trying to wrap my head around this (I'm a physics/ gameplay programmer, no background in lighting at all:).
    I'd quite like this to "just work".
    I then looked at the LOD Group fade mode, and setting the building prefabs to do an animated fade is looking OK (you need to download Unity's standard shader source code, uncomment the lines about fading that the comments tell you to uncomment, then use that instead of Unity's default standard shader for this to work).

    I was trying to start completely from scratch and document all of my changes properly, but post-bake it was giving me loads of weird errors for some reason so I've given up.

    I think the TL;DR of this is, it would have been great to have had all of the project settings with the original asset, and those in a state where everything is working nicely without pop etc.

    better.png
     
    Last edited: Aug 18, 2020
    idontcareforunity likes this.