Unity Community


Page 13 of 34 FirstFirst ... 3111213141523 ... LastLast
Results 241 to 260 of 680

  1. Posts
    1,966
    That sounds great, thanks Azert2k. I look forward to what you come up with, and am really curious about the results

    By the way, my questions weren`t meant to nag you about missing features. I am not really unsatisfied, i am simply just learning and am curious. I`m just one of those satisfied customers that always wants even more

    When you cannot provide the missing functionality, then i`m fine with that. But maybe there is nevertheless a solution. Thus my question if there are other ways around.

    Keep in mind that if I make more scripts to resemble at the UnityTerrain, less you will have of performance.
    Hm, but what about the benefit? Less drawcalls means better performance, doesn`t it?

    Your terrain system doesn`t only get used with mobiles. I for example am using it for Windows standalone as the target platform. So what about a modular approach for such stuff where you can turn on or off what you need?
    Last edited by Arunderan; 05-11-2012 at 01:43 AM.
    Free Game Graphics, Freeware Games http://www.reinerstilesets.de
    Die deutsche 3D Community: http://www.3d-ring.de


  2. Location
    France
    Posts
    647
    Touché ! In this case (windows build), you right. Some unityterrain features can be missing. Anyway, I will do my best to find the best compromise

    I keep you aware this weekend

    Edit : the benefit of less drawcall is good but a script algorytm to control all that can be very bad for performance on mobile device...

    The T4M works fine on all devices, but for PC/Mac it can be limited than unityterrain. Its normal.

    To be continue this weekend
    Last edited by Azert2k; 05-11-2012 at 02:16 AM.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  3. Location
    France
    Posts
    647
    Ok, so :

    I'm glad to say the UnityTerrain don't batch the tree like you say, each tree give 1 drawcall ! exept that the culling works InEditMode (the T4M using culling in playMode (Fixed now).

    But the difference is : when the tree is far of the camera, the tree become a billboard... So I will try to add this feature on the T4M. It's a UnityTerrain feature, so I don't know yet, if I can use it externally of Unity Terrain

    I think you must to read the documentation to learn how use the cullingDistanceLayer function in waiting I find a way (if I can) to use a part of TerrainEngine.

    Anyway, I will make some modifications on the T4M to simplify that, I need to optimize the LOD and Billboard systems. Create the shaders for Treecreator. I have a lot of work ...

    First Screenshot
    No Culling, no Billboard, Distance of view Maximum (900 vertices per tree). I have planting all trees manualy, with UnityTerrain System and T4M System (approximately the same place but exactly same number)
    To equalize approximately the vertices, I use 12100 vertices for T4M terrain.

    UnityTerrain : 290 drawcalls
    T4M : 203 drawcalls



    Same Scene but with culling at 160... UnityTerrain use a build-in TerrainEngine script for that, the T4M the LayerCulling Distance, so you can see more trees on T4M screenshot

    UnityTerrain : 113 drawcalls
    T4M : 38 drawcalls



    EDIT :

    So, you can try youself with this 4 scenes the differences of Drawcall and performances (I need to work on Update), for Billboard culling, I will try integrate that on the T4M.

    In these scenes, I use the Unlit Shader + lightmap for T4M to show how you can optimize the scene for Mobile.
    COMPARATIVE SCENES
    Last edited by Azert2k; 05-12-2012 at 08:27 AM.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  4. Posts
    1,966
    Thanks for diving into this issue. Every improvement is very welcome. And your terrain system is getting better and better by that. Keep it up

    I'm glad to say the UnityTerrain don't batch the tree like you say, each tree give 1 drawcall ! exept that the culling works InEditMode (the T4M using culling in playMode (Fixed now).
    This still confuses me a bit. Because when i mass place 10.000 trees then i don`t get 10.000 more drawcalls at the unity terrain. Does the billboards count as one drawcall then?
    Free Game Graphics, Freeware Games http://www.reinerstilesets.de
    Die deutsche 3D Community: http://www.3d-ring.de


  5. Location
    France
    Posts
    647
    In fact, after an distance (Billboard Start), the tree will become a billboard tree, just an texture, in this case the tree is batched.
    So less vertices and less drawcall.

    In my demo scene, I have deactivate this, to compare the comparable.

    Right now, I go crazy to find a way to activate it on my new shaders, and I don't know if I can, because like the wind, on classic mesh all settings haven't any effect, exept on "UnityTerrain" and "Tree" component...

    If there are one way, I will find it, otherwise, I will contact Unity Team, to know if it possible and how.

    This is a good feature for T4M.
    Last edited by Azert2k; 05-12-2012 at 10:07 AM.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  6. Location
    Germany | Hamburg
    Posts
    1,932
    hi azert2k,

    just some words about trees:

    it is true that:
    a) trees placed within the terrain engine (both: tree creator trees and imported models using the the tree soft occlusion shaders) and
    b) trees created with the tree creator but placed as single game objects outside the terrain engine
    do not get batched.

    it seems that both the terrain engine and the tree creator script disable batching.
    this makes sense because the bending function of the tree shaders needs the position of each single tree in order to create some variation in bending. plus each tree has to have its own wind parameters in case you use a spherical wind zone.

    but let’s assume that we do not care about all trees bend in the same phase and we just wan’t to use directional wind then it is possible to place single game objects (not trees made with the tree creator but imported meshes using the tree creator shaders) and make them be effected by wind.
    all you have to do is to pass the wind to the shader as globalvector – somehow like this:

    Code:  
    1. var Wind : Vector4 = Vector4(0.85,0.075,0.4,0.5);
    2. function Start ()
    3. {
    4.     Shader.SetGlobalVector("_Wind", Wind);
    5. }
    please note, that this wind has nothing to do with built in wind zones.

    those meshes can be batched!

    by the way: each tree causes 2 draw calls as it uses 2 materials: 1 for the trunk and branches, one for the leaves

    i hope that will help somehow.
    if you have further questions just let me know.

    lars
    Lux - open source physically based shader framework: http://forum.unity3d.com/threads/235027

    Advanced terrain shaders V2 [free]:http://u3d.as/content/forst/advanced...shaders-v2/2Bo
    Advanced mobile foliage shaders [free]: http://u3d.as/content/forst/ats-mobile-foliage/2XM
    ATS Colormap terrain shader [free]: http://u3d.as/content/forst/ats-colo...ain-shader/3fr
    ATS Snow Suite [free]: http://u3d.as/content/forst/ats-snow-suite/3fq


  7. Posts
    1,966
    by the way: each tree causes 2 draw calls as it uses 2 materials: 1 for the trunk and branches, one for the leaves
    That`s with selfmade trees. The Tree creator creates one material and one texture for both. Just wanted to add that

    Thanks for explanation. And, yes, this would be a marvellous addition. Fingers crossed that you can manage it
    Free Game Graphics, Freeware Games http://www.reinerstilesets.de
    Die deutsche 3D Community: http://www.3d-ring.de


  8. Location
    France
    Posts
    647
    Hi Lars,

    Thank for this, I will make some tests...

    by the way: each tree causes 2 draw calls as it uses 2 materials: 1 for the trunk and branches, one for the leaves
    Yes, but in my scene I use one shader for both

    Hard to know that I can or I can't make with all that, when nothing is written in Unity Documentation about this.

    With all ramifications between shader/Cg, I just make a node to my brain
    Last edited by Azert2k; 05-12-2012 at 12:36 PM.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  9. Location
    Germany | Hamburg
    Posts
    1,932
    Quote Originally Posted by Tiles View Post
    That`s with selfmade trees. The Tree creator creates one material and one texture for both. Just wanted to add that
    you are right: leaves and trunk share the same texture but still have their own materials: optimized leave material and optimized bark material. hence: 2 drawcalls.

    Quote Originally Posted by Tiles View Post
    Thanks for explanation. And, yes, this would be a marvellous addition. Fingers crossed that you can manage it
    batching "hacked trees" works pretty well and gives you a significantly lower number of draw calls unless you do not use real time shadows:

    Name:  original_trees.jpg
Views: 382
Size:  100.4 KB

    Name:  hacked_trees.jpg
Views: 399
Size:  105.2 KB

    but as you can see in the images above dynamically batching trees does not necessarily speed up rendering…

    using real time shadows reduces the safe of drawcalls dramatically:
    * 80 drawcalls for 8 original trees
    * 60 drawcalls (batched: 24) for 8 hacked trees (both in deferred rendering mode)

    lars
    Last edited by larsbertram; 05-13-2012 at 04:34 AM.
    Lux - open source physically based shader framework: http://forum.unity3d.com/threads/235027

    Advanced terrain shaders V2 [free]:http://u3d.as/content/forst/advanced...shaders-v2/2Bo
    Advanced mobile foliage shaders [free]: http://u3d.as/content/forst/ats-mobile-foliage/2XM
    ATS Colormap terrain shader [free]: http://u3d.as/content/forst/ats-colo...ain-shader/3fr
    ATS Snow Suite [free]: http://u3d.as/content/forst/ats-snow-suite/3fq


  10. Posts
    1,966
    I stand corrected, thanks Lars
    Free Game Graphics, Freeware Games http://www.reinerstilesets.de
    Die deutsche 3D Community: http://www.3d-ring.de


  11. Location
    Germany | Hamburg
    Posts
    1,932
    hi there,

    a lightmapped unlit shader supporting bending and the necessary tweaks on Azert2k’s original palm model are done.
    dynamic batching is supported so all trees get drawn with just one draw call:

    Name:  lightmapped_shader.jpg
Views: 383
Size:  54.9 KB

    watch it in action: http://bit.ly/JalVNG

    lars
    Lux - open source physically based shader framework: http://forum.unity3d.com/threads/235027

    Advanced terrain shaders V2 [free]:http://u3d.as/content/forst/advanced...shaders-v2/2Bo
    Advanced mobile foliage shaders [free]: http://u3d.as/content/forst/ats-mobile-foliage/2XM
    ATS Colormap terrain shader [free]: http://u3d.as/content/forst/ats-colo...ain-shader/3fr
    ATS Snow Suite [free]: http://u3d.as/content/forst/ats-snow-suite/3fq


  12. Location
    Amsterdam
    Posts
    872
    Super cool! just what I was looking for!!


  13. Location
    France
    Posts
    647
    Hi,
    The link is broken, but great job I can't wait to try this !

    I'm not enough strong in shaders programming to make dynamic shaders, and I'm glad to see that.

    I believe I make an mistake, when I make the 2.0.5 version of my tool. I had modify the algorythm of the Unityterrain convertor to adapt correctly the brush projector, but it seems that before the Terrain Mesh converted had a best loading speed. I will make some tests on this, and if it's the case, I will make the modification to fix that.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  14. Location
    SP, Brazil
    Posts
    10
    Hi,
    I've been testing the T4M demo for a while, but i'm having a few issues with the planting system. When i create the terrain I am able to plant some trees normally, but after i play the scene, select other objects and come back to add more trees, I cannot access the plant mode again. I was able to enter the plant mode only once after that. Any tips?


  15. Location
    France
    Posts
    647
    Wierd ! Don't worry, the next update will come soon and new demo (normally before this weekend)

    I keep you aware
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  16. Location
    Amsterdam
    Posts
    872
    Quote Originally Posted by DanteFDV View Post
    Hi,
    I've been testing the T4M demo for a while, but i'm having a few issues with the planting system. When i create the terrain I am able to plant some trees normally, but after i play the scene, select other objects and come back to add more trees, I cannot access the plant mode again. I was able to enter the plant mode only once after that. Any tips?
    I have the same thing happening, looking to the next update


  17. Location
    SP, Brazil
    Posts
    10
    Hey, i was wondering if the T4M tool has or plans to have a feature to 'slice' the terrain into smaller objects, keeping the UVs and the texture painter information?
    It would be extremely useful to avoid sending too much info to the GPU and can help optimize the terrain even more.


  18. Location
    France
    Posts
    647
    Not yet, I had try to make that but I failed... But it's a great idea
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone


  19. Posts
    2

    Missing brush/placement tools

    I made an environment in 3ds max and converted it to t4m and brushed on some textures. Everything worked like a charm but now later this day I noticed that I can't draw to geometry any more, neither can I place trees or bills whatever I try. If I open the tutorial scene I can start brushing to Volcano immediately but my own geometry doesn't respond to anything. There's no errors or anything it just doesn't work... Any help?


  20. Location
    France
    Posts
    647
    Hi Nexxus,

    Use you the full or demo version of T4M?

    Apparently, some people have a problem with the demo version...

    Anyway, I have some days of holiday so, I will make the update this weekend + new Demo version.
    Pairs Mania

    T4M Sources Edition
    Mobile Starter Pack #1 : FPS


    My little game that I made for the contest : GreenZone

Page 13 of 34 FirstFirst ... 3111213141523 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •