Search Unity

  1. If you have experience with import & exporting custom (.unitypackage) packages, please help complete a survey (open until May 15, 2024).
    Dismiss Notice
  2. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice

what is unity’s terrain engine capable of?

Discussion in 'Made With Unity' started by larsbertram1, Feb 6, 2012.

  1. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,911
    hi there,

    we all know about the limitations of the built in terrain engine, but what can we still achieve using it? and how?
    this is a thread about showing your terrains, landscapes and all the related stuff.

    so just post some pictures, webplayer or whatever showing your efforts on working on natural environments.

    i hope this will end up in a nice overview of what can already be achieved.

    lars
     
  2. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,911
    $01_forest.jpg

    or watch it in action: http://bit.ly/zFLUEa

    tools used to create the terrain:
    - geo control for heightmap
    - unity terrain toolkit on basic texturing: http://sixtimesnothing.com/terraintoolkit/
    - advanced terrain shader v2 for bump mapped terrain, waving grass and foliage such as fern and blackberry and advanced billboard shading: http://u3d.as/content/forst/advanced-terrain-shaders-v2/2Bo
    - unity’s tree creator for modelling the pine trees

    the terrain uses just 3 textures but all with bump maps assigned and a modified version of the ats terrain shader to reduce tiling artifacts especially on the rock texture.
    grass is planted as mesh model – no billboards or simple quads. fern and blackberry are placed as game objects outside the terrain engine (to make them cast shadows) but are batched on rendering and culled at about 70 meters so they are pretty cheap to render.

    lars
     
  3. SevenBits

    SevenBits

    Joined:
    Dec 26, 2011
    Posts:
    1,953
    Looks cool. Very RPG like.
     
  4. MichaelSchenck

    MichaelSchenck

    Joined:
    Sep 23, 2011
    Posts:
    49
    These are some screenshots of the prototype forest scene I put together for my project.

    $01 - ruins_thumb.jpg

    $03 - valley_thumb.jpg

    This is an example of a 3rd person terrain where you are constrained and can't look off into the distance - basically a diablo cam. This gives you more freedom to be heavier on the amount of content and you don't need to worry as much about LOD and sweeping vistas - although I intend to try and do this with some kind of cliff scene at some point.

    My philosophy with my project is to create smaller scenes (terrain) with denser detail and richer game content vs having lots of open space where you need to find stuff. You end up moving among many smaller scenes that simulate different places (story setting) in a seemingly lager environment with an overland map to keep things in perspective - like the Baldur's Gate approach.

    The scenes used art assets from the Nature Pack on the asset store and the free Unity Terrain Package and some models from Dexsoft.

    There are 4 ground textures and I used the modified terrain shaders to do bump mapping. It also uses dual lightmaps with the ruins and terrain baked. It has some post processing effects including SSAO and DOF.

    Everything was done with the terrain engine tools, such as sculpting and placing trees, bushes, grass, mushrooms etc. - all of which was time consuming. The rocks and ruins are hand placed models.

    For my gen2 prototype I want to start off with procedurally generated maps for everything which should give a more organic look. I also want to invest in tools to automate placement of objects that are instances of prefabs such as stumps and logs. I just need to invest the time to learn the tools and workflow.

    There are some more screenshots on my blog under media.
     
    Last edited: Feb 7, 2012
    devstudent14 likes this.
  5. TylerPerry

    TylerPerry

    Joined:
    May 29, 2011
    Posts:
    5,577
    Botumys first fantasy world shows that the unity terrain engine is capable of the most beutifull scenes :)
     
  6. Wolfos

    Wolfos

    Joined:
    Mar 17, 2011
    Posts:
    953
    Last edited: Feb 7, 2012
  7. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,911
    @Michael Schenck: that looks pretty nice.
     
  8. Zante

    Zante

    Joined:
    Mar 29, 2008
    Posts:
    429
    My terrain work, some of it is quite old now.

    Seasons Change




    Glacier



    Tools, large terrain generator, photoshop, terragen

    Terrain shaders used for bumped specular.
     
    Last edited: Feb 7, 2012
  9. Syanyde

    Syanyde

    Joined:
    Jan 4, 2011
    Posts:
    57
    Most terrain tool extensions for Unity seem to have the slope/elevation rules - so I've decided to start working on some other types... starting with flow-map-controlled splatmap generation...






    I'm really liking some of the work others have done on their terrains too.

    EDIT: Legend411 - Did you use any procedural generation for the 1st and 3rd terrains? They all (including the 2nd) look great - and I'm guessing tri-planar shader on the rock textures?
     
    Last edited: Feb 9, 2012
  10. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,911
    @Syanyde: that looks pretty cool. nice efforts on extension.

    lars
     
  11. PrimeDerektive

    PrimeDerektive

    Joined:
    Dec 13, 2009
    Posts:
    3,092
    I've posted these before, but I figure they're appropriate here :)





     
  12. MichaelSchenck

    MichaelSchenck

    Joined:
    Sep 23, 2011
    Posts:
    49
    @legend411: Can you give us a short list of tools and techniques used to produce the terrains or a link if you have already explained it elsewhere

    @Syanyde: Your terrain tools are getting better and better, I will definitely take a look at them when I get to working on my next prototype
     
  13. botumys

    botumys

    Joined:
    Apr 16, 2009
    Posts:
    707
    A test to create a swamp (top down view)
     

    Attached Files:

    Last edited: Feb 10, 2012
  14. ivanzu

    ivanzu

    Joined:
    Nov 25, 2010
    Posts:
    2,065
     
  15. Lypheus

    Lypheus

    Joined:
    Apr 16, 2010
    Posts:
    664
    Great stuff guys, gave me a few game ideas just looking at these :) !
     
  16. ivanzu

    ivanzu

    Joined:
    Nov 25, 2010
    Posts:
    2,065
    What did you use to make that?
     
  17. TerraSame1

    TerraSame1

    Joined:
    Nov 12, 2010
    Posts:
    151
    Here are two shots from an on-going project.
    I think I'm going to find out just what Unity is capabale of .
    .


     
  18. Wolfos

    Wolfos

    Joined:
    Mar 17, 2011
    Posts:
    953
  19. Alec

    Alec

    Joined:
    Mar 11, 2008
    Posts:
    1,330
    That looks great TerraSame!
     
  20. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    Very nice work botumys - looking forward to seeing more or is this your next LandscapeElementsV02 ?
     
  21. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    Nice work Michael
    can i ask what size terrain sizes you use?

    thanks
    Hans
     
  22. botumys

    botumys

    Joined:
    Apr 16, 2009
    Posts:
    707
    Trees in this scene are from landscape elements 1 :)
     
  23. cod

    cod

    Joined:
    Nov 26, 2011
    Posts:
    267
  24. MichaelSchenck

    MichaelSchenck

    Joined:
    Sep 23, 2011
    Posts:
    49
    @Hans - These are the terrain settings for that scene if that is what you are interested in:

    $terrain.png

    @botumys - I really like your swamp scene. Any tips on how to do the lighting in the distance which seems to combine well with fog, especially in the third snapshot - am I seeing water reflection here making it seem brighter?
     
  25. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    Heres something I have been working lately.

     
  26. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,911
    @KurtLoeffler: very nice. looks as if you have some kind of volumetric fog...

    lars
     
  27. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,470
    @ Michael Schenck Freakin' epic... this is probably the most realistic environment I have seen in Unity, THUS FAR!

    EDIT: Here is something I've been putting together in my current project, getting used to Unity's Terrain toolset... I wish I could have used smaller textures for the rocky parts of the level... And learned how to use Beast in some of these designs.






     
    Last edited: Feb 14, 2012
  28. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,470
    This is EPIC!!!
     
  29. botumys

    botumys

    Joined:
    Apr 16, 2009
    Posts:
    707
    Thanks, I like your work too! I don't know why, but now I want to play again with baldur's gate 2 but using your graphical style :) !
    In this project, I used DOF and color correction using Z to change the background's atmosphere (more blueish for back and higher yellow/red for foreground) . I have big particles moving to simluate fog and mist. And I used the water 3 shader (I replaced foam by little plants floating on the water's surface).

    I'm glad you like my work :)
     
  30. cod

    cod

    Joined:
    Nov 26, 2011
    Posts:
    267
    my latest work
    $best1.jpg
    $best.jpg

    Please leave a comment if u like it or if u can just tell me what to improve :D

    PS this is a old preview, as I am looking for better textures
     
  31. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,911
    @cod: very nice efforts, but:
    > 5000 draw calls seem unacceptable to me... come on: it is just a terrain!
    i guess you will have to lower the hightmap resolution and raise the pixel error amount. i think a scene like yours (without any trees, grass and of course any other game objects should not force more than 200 draw calls max!
    it is no big deal to create a very high res terrain if you just do not look at performance at all. so:

    - lower your hightmap resolution
    - raise the number of pixel errors
    - lower the the number of the basemap distance
    - add fog to make it look more realistically and hide all artifacts produced by the steps mentioned above

    - use bump maps to compensate the low res hightmap

    finally: show us your terrain not causing more than 200 - 300 draw calls.

    lars
     
  32. Kridian

    Kridian

    Joined:
    Jan 24, 2012
    Posts:
    55
    Neptune_Imaging,

    What cloud system are you using?
     
  33. cod

    cod

    Joined:
    Nov 26, 2011
    Posts:
    267
    you are absolutely right, btw I wanted to show the best resolution on terrain. I have removed about 2000 drawcalls from a helicopter and a airplane in the scene, and using terrain's LOD I can achieve various results :

    With 1 pixel error
    $bestoptimisationHD.jpg
    with 5 px error
    $bestoptimisationpx5.jpg
    really low resolution (200 px error)
    $bestoptimisationpx200.jpg


    is it good this? If u have any other question just leave a reply :D
     
    Last edited: Feb 16, 2012
  34. PrimeDerektive

    PrimeDerektive

    Joined:
    Dec 13, 2009
    Posts:
    3,092
  35. Morning

    Morning

    Joined:
    Feb 4, 2012
    Posts:
    1,141
    How about some more sexy terrain from ground level?
     
  36. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,470
    The sky was created in Vue
     
  37. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    4,470
  38. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,911
    awesome stuff:



     
    Last edited: Mar 23, 2012
  39. lusho_games

    lusho_games

    Joined:
    Jun 4, 2011
    Posts:
    63
    @legend411

    this is amazing ! love the textures and their organic feel.
     
  40. Wolfos

    Wolfos

    Joined:
    Mar 17, 2011
    Posts:
    953
    How to create good looking terrains? Practice.
     
  41. hellcaller

    hellcaller

    Joined:
    May 19, 2010
    Posts:
    381
     
  42. OmniverseProduct

    OmniverseProduct

    Joined:
    Feb 26, 2012
    Posts:
    1,568
    rofl that picture cracked me up! lol
     
  43. TehWut

    TehWut

    Joined:
    Jun 18, 2011
    Posts:
    1,577
  44. tomaszek

    tomaszek

    Joined:
    Jun 18, 2009
    Posts:
    3,862
    A bit old thread, but I guess some screenshots apply (from my RTP 2 package):















     
  45. reissgrant

    reissgrant

    Joined:
    Aug 20, 2009
    Posts:
    726
    Some great looking terrains in here!