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  1. Posts
    2,225
    The mixing values need to be set by layer, because you will have things you shouldn't mix (like bricks). I have an experiment ongoing modifying the mix value based on linearz (more detail up close, less detail far away). I'll post here if I have success.

    edit: that's what happens when you leave your browser open and go to a meeting. When you come back, your reply is out of date.
    Last edited by Jaimi; 01-30-2012 at 09:51 AM.

  2. Super Moderator
    Location
    Copenhagen, DK
    Posts
    785
    I heard people talking about a limit of 4 materials per scene. This is not so, the real limit is 8 per scene. Of course Allegorithmic will have to change their package to support it. (Before TerrainEdge 3 does it for them).

    You can add support for another 4 bump mapped materials using the add-pass shader. Its not that hard to adjust the current shader to work on the additional pass. The only trouble I had was getting the lighting right, you have to normalize the normal to get correct lighting when you are crossing between passes. (When first pass is 50% and second pass 50%, so you don't get normals of half length.)

    However eight is as far as it goes. If you try to go higher you'll have to share bump maps, so the range 5-8 will use the same bump maps as the range 9-12 (5th=9th, 6th=10th, 7th=11th, 8th=12th). You can still change the diffuse but not the bump maps.



    This is how my add pass shader looks like: Add pass shader. Ofcourse you have to feed the right BumpMap4, BumpMap5, BumpMap6, BumpMap7 into the shader to make it work. But that is done in the same fashion as the first four so no surprises there.

    This shader is based on the early version, so you might wanna upgrade it. I tried grabbing the new of the asset store but I still got the old one.
    Last edited by UnLogick; 02-01-2012 at 01:36 PM.
    I have spread my dreams under your feet;
    Tread softly because you tread on my dreams. - W.B. Yeats


  3. Location
    Bristol, UK
    Posts
    3
    Does this plugin officially work with Unity Webplayer as I am having an awful lot of issues when building for web and not getting any bump. I have tried switching between standalone to web player just before I build, I see the IO editor error and sometimes the editor crashes while the player is compressing but the bump is always missing when I test. I'm not having issues with standalone builds until I try building a Webplayer version then from that point there is no bump in the editor either.

    I'm using Bitmap2Material to create the Substance materials that I'm using - would this cause any issues?


  4. Posts
    1
    Hi, I'm tring to use Point Light in Substance Terrain. But I find that the selfshadow is not right, in fact, it's helical or spiral. I think the normal map is uncorrected. The shader which I am using is [TerrainReplacement.shader].


  5. Location
    France
    Posts
    1,733
    I'm getting very weird behavior that i can 100% reproduce on my computer.
    Create new project with nothing in it.
    Add a terrain, it looks fine.
    Import substance terrain tool and it immediately looks like that :

    Any tips? i'd really like to put my unity pro/substance designer licences to good use and this tools seemed like just the right way to do it.


  6. Location
    Los Angeles
    Posts
    299
    Looks like you have 2 terrains overlapping ? Your initial terrain should not be affected until you add the Terrain tool component on your terrain itself.
    Substance Specialist
    Allegorithmic


  7. Location
    France
    Posts
    1,733
    There's nothing but 1 terrain in my project.
    This happens as soon as i include the asset (click import from asset store, terrain goes funky, delete the folder, terrain's back to rendering fine).
    I can 100% reproduce this on my computer when creating a new project and would be glad to demo it by skype if it can help you debug this.


  8. Location
    France
    Posts
    1,733
    Here's a link to a video where i reproduce the issue
    https://www.dropbox.com/s/cn6o4f0lur...2014.30.28.wmv
    As you can see i :
    - Start from a new project with no assets imported to avoid any incompatibilities
    - Add a new terrain, which works fine
    - Import your script and then the terrain looks funky (only when i get within range, i assume the shader does some kind of LOD?)

    I can also confirm that:
    - The issue fixes itself when i remove the full subterrain folder
    - Something definately gets applied because even just removing the replacement shader gets my terrain back to normal, so it definately gets applied even without adding the script to the terrain. Also when removing that shader the terrain firsts turns pink before getting back to normal.

    I'm using unity pro 3.5.2f2
    Here's my nvidia hw/sw info
    https://www.dropbox.com/s/9pha1dqx1w...2014-50-50.txt


  9. Location
    France
    Posts
    1,733
    i've found (part) of the problem, i assume it also explains why you're not getting the issue (i'm assuming some drivers are more lenient than others)
    Changing

    half3 col;
    To
    half3 col = half3(0,0,0);
    Gave me the correct textures without most of the garbage (the garbage was likely random unitialized memory).
    Now i'm still getting something messed up but it's definately progress:



    Edit : nevermind, that 2nd issue was caused by me when trying to fix the first so just initializing the half3 fixes it, would be good if you could re upload this, i've never worked with any kind of shader before and it wasn't quite obvious to fix for me so that may help other people with the same driver/hw.
    Last edited by ronan.thibaudau; 06-30-2012 at 09:42 AM.


  10. Location
    Los Angeles
    Posts
    299
    Ok, thanks for pointing that out, I'll modify and re-upload the package asap.
    Substance Specialist
    Allegorithmic


  11. Location
    France
    Posts
    1,733
    I've found something else but i'm unsure if it's something to be fixed on your on unity's side.
    After a certain distance the default shader seems to be applied again, i assume unity uses a separate terrain shader for further items?
    An easy way to see it is to put a substance with your script on the terrain, and scroll back, at some point you'll see your terrain half way painted with the texture and half way with the substance, you'll also notice that this is affected by the distance in the terrain tools.
    It actually doesn't matter much at runtime, but in the editor i often want to scroll far enough away that this is an issue (for height mapping)


  12. Location
    Los Angeles
    Posts
    299
    When you go far enough from a terrain, Unity switches to a low resolution unique texture baked from the initial painting. I'm affraid I can't do anything to prevent that.
    Substance Specialist
    Allegorithmic


  13. Location
    France
    Posts
    1,733
    I see, i guess it can't be fixed by either of us then.
    Any chance of seeing the 8 substance version mentioned earlier in the thread as part of your script? 4 is a bit limiting (having the whole substance collection i definately have more than 4, or if possible more than 10, i'd like to use on a large terrain!).


  14. Posts
    3
    Just to make a backup of the standard terrain shader before installing Substance Terrain Tool, where can I find the standard terrain shader file?


  15. Location
    Los Angeles
    Posts
    299
    The original shader is hard coded, so don't worry. The shader in the Terrain tool only overrides the original while it is actually applied to a terrain in your scene.
    Substance Specialist
    Allegorithmic


  16. Posts
    73
    How does the Substance terrain tool work with the new features in Unity 4? Where they have a slot for a normal map?? Any plans or visions on that yet?

    Raven


  17. Posts
    192
    Just a notice to everyone thinking about downloading this - MAKE A BACK UP - or don't use it until the bugs are ironed out. It can permanently wreck your ability to create terrains.

    We've had problems with it: On some computers terrains with this plugin do not render correctly - they appear extremely bright, flickery and covered with random squares on some video cards.

    When we suspected that the substance terrain tool was the culprit we tried to remove it, but without success, in that the terrain file itself was corrupted with left-over artifacts like normal maps that wouldn't erase. Not only that, but when we attempted to recreate the terrain, a new terrain by itself without any modifications after it was created had similar artifacts, presumably also from substance terrain tool plugin. We couldn't remove the artifacts despite everything we tried--repainting, removing lightmaps, brushing new geometry onto the terrain, selecting different textures... nothing. It meant that our ability to make terrains was itself corrupted by this plugin and as far as we know the only way to resolve this problem was to revert to a previous back up and re-do everything between then and now.
    Last edited by Zergling103; 10-21-2012 at 03:49 AM.


  18. Location
    Los Angeles
    Posts
    299
    Your issue must come from somewhere else, the script only provide a new shader to override the one that's builtin by default, as soon as you remove this shader file from your project, it will revert to your original terrain shader and there is no way it could still display normal map. Make sure the shader file has been removed properly along with the script.
    Substance Specialist
    Allegorithmic


  19. Location
    London
    Posts
    478
    Questions:

    1: it says in the user Manual "Important: Tweaking is currently not possible at run time."
    So that means if I wanted a snow buildup at runtime I wouldn't be able to?

    if that is the case then what would be the point of using substances?
    I'm just trying to get my head around the best work flow options.

    2: Are you planing to make it tweakable at runtime? if yes then when do you think it will have this feature?


  20. Location
    London
    Posts
    478
    This is not compatible with unity 4 right?

    It's not working for me using unity4

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