Enhanced Terrain Features

 
Post new topic   Reply to topic    Unity Community Index // Wish List
View previous topic :: View next topic  
Author Message
Greymarch



Joined: 07 Jun 2007
Posts: 83
Location: Augusta, GA

PostPosted: Wed Feb 13, 2008 5:56 pm    Post subject: Enhanced Terrain Features Reply with quote
1) A way to cancel/abort calculation of lightmaps (an absolute necessity!!)

2) Ability to get realtime shadows on the terrain. If it can do it on any object and has the distance falloff controlling the area that it's creating the image from, why can't it apply to the terrain surface as well?!

3) Type in value fields for all sliders. It annoys me to no end that every time I re-open Unity if I need to clamp terrain to a specific height I can never get the slider to increment the same or get exactly the same numbers with the slider.

4) Visual representation of brush size (another absolute necessity!! it doesn't have to represent the shape, just the total affected area size)

5) Selection area calculation of lightmaps or multiple lightmaps per object. For example, I could either select a limited area of the terrain in which to calculate the lightmap at the specified resolution, or rather than 1 large lightmap spread over the entire terrain calculate several (# configurable) maps then pack (or not) them into one image (ie. one 2048x2048 terrain size with 9 1024x1024 lightmaps calculated on a 3x3 segmentation of the terrain and packed into a user defined final image size or left individually loaded). The last realtime engine I worked with divided the terrain into a quad or oct tree and each quad leaf could have the lightmaps calculated or not for it and each at whatever resolution desired so focal areas could have higher res maps and distant one could be left empty or set at lower resolutions.

6) Rotation variation for brushes. I can vary the height and width of trees but not the rotation they're placed on the terrain. If I choose a shaped brush to paint trees or grass they will always place in that orientation. Why can't I select a random or min/max random rotation of the brush for more variation in the look while keeping a specific shape type of placement.

7) Unlock(able) height to width variation for trees. Why does the variation of how tall my trees are have to be exactly the same variation of their thickness?
Back to top
View user's profile Send private message
Eric5h5



Joined: 19 Jul 2006
Posts: 6930

PostPosted: Wed Feb 13, 2008 6:38 pm    Post subject: Re: Enhanced Terrain Features Reply with quote
Greymarch wrote:
2) Ability to get realtime shadows on the terrain. If it can do it on any object and has the distance falloff controlling the area that it's creating the image from, why can't it apply to the terrain surface as well?!


Because the terrain shader doesn't support it. (Shadows only work on shaders that have shadow support built into them.) I think this is under development though?

Quote:
Why can't I select a random or min/max random rotation of the brush for more variation in the look while keeping a specific shape type of placement.


Because trees are rendered to billboards when they're beyond a certain distance. Although maybe there could be a few set rotations that could be randomly chosen? It's not really possible to have any arbitrary rotation, but that might be a compromise.

Quote:
Why does the variation of how tall my trees are have to be exactly the same variation of their thickness?


Because two trees which are different heights but the same thickness would have to be two different models. So this isn't feasible. The only way around it would be to have a procedurally generated tree system, where the trees could be physically generated with different parameters for height/thickness. But then you'd run into the billboard problem again....

--Eric
Back to top
View user's profile Send private message Visit poster's website
Greymarch



Joined: 07 Jun 2007
Posts: 83
Location: Augusta, GA

PostPosted: Wed Feb 13, 2008 6:50 pm    Post subject: Re: Enhanced Terrain Features Reply with quote
Eric5h5 wrote:
Because two trees which are different heights but the same thickness would have to be two different models. So this isn't feasible. The only way around it would be to have a procedurally generated tree system, where the trees could be physically generated with different parameters for height/thickness. But then you'd run into the billboard problem again....
--Eric


But you can have two trees from the same single mesh that have different heights but the same thickness with the 'tree height' and 'tree width' sliders which aren't tied together, you just can't have them currently with different variations for height and width because those two sliders are tied together. Why can't my heights vary by 50% but my thicknesses by only 5% or the other way around is what I was getting at.
Back to top
View user's profile Send private message
Eric5h5



Joined: 19 Jul 2006
Posts: 6930

PostPosted: Wed Feb 13, 2008 7:47 pm    Post subject: Re: Enhanced Terrain Features Reply with quote
Oh, the width...that's not really thickness, that's just scaling the tree in the x/z dimensions as opposed to y (height). As to why the variations are tied together, not sure....

--Eric
Back to top
View user's profile Send private message Visit poster's website
Dragon Rider



Joined: 17 Jan 2008
Posts: 279

PostPosted: Sat Feb 16, 2008 4:23 pm    Post subject: Reply with quote
Here's one that you missed:

8)Fix the Lights/Projectors problem. The only kind of light that I can get to affect the terrain is a Directional light, which works fine, but Point and Spot lights do nothing to it. The ability to Project things onto the terrain ( burn marks, shockwaves, WoW-style selectrons[Pardon the Torque terminology]) is a must-have.

Other than that, there's not much I can think of.

_________________
while(!(succeed = try()));

Unity 2.6
2.8 GHz Core 2 Duo
4 GB Ram
Radeon HD 2600
Back to top
View user's profile Send private message
Aras
Unity Graphics Developer


Joined: 07 Nov 2005
Posts: 3171
Location: Unity Technologies

PostPosted: Sat Feb 16, 2008 6:29 pm    Post subject: Reply with quote
Dragon Rider wrote:
8)Fix the Lights/Projectors problem.

We're on it. As well as shadows and other things.

_________________
homepage | blog
Back to top
View user's profile Send private message Visit poster's website ICQ Number
Dozycow



Joined: 09 Aug 2007
Posts: 14
Location: Sydney, Australia

PostPosted: Thu May 01, 2008 7:09 am    Post subject: Re: Enhanced Terrain Features Reply with quote
Greymarch wrote:
4) Visual representation of brush size (another absolute necessity!! it doesn't have to represent the shape, just the total affected area size)

I'll second that one. Don't shoot me for saying this but I liked the Torque integration of this which had a colour gradient which represented the area of effect. Even a simple visual representation like in photoshop would be useful.

Can I add...

9) Some progress indicator for when you are Importing a Heightfield for the terrain, just so you know that its working and that Unity hasn't crashed Wink
Back to top
View user's profile Send private message Visit poster's website
AngryAnt
Unity QA Engineer


Joined: 25 Oct 2005
Posts: 1914
Location: Copenhagen, Denmark

PostPosted: Thu May 01, 2008 12:23 pm    Post subject: Reply with quote
Theres a post somewhere around in which Aras has been so kind as to link here: http://blogs.unity3d.com/2008/04/14/terrain-lighting-shadows-and-the-road-towards-it/
_________________
AngryAnt aka Emil Johansen
Unity QA Engineer, community mayhem instigator

AI in Unity, tips and tricks: http://angryant.com

Coding bare-footed grants you extra CPU cycles!
Back to top
View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
Dozycow



Joined: 09 Aug 2007
Posts: 14
Location: Sydney, Australia

PostPosted: Wed Jun 11, 2008 5:16 am    Post subject: Reply with quote
I've got another one.

10) When you import a heightmap the byte order options are Mac or Windows, since Macs are using Intel processors now wouldn't this be better to have the options read Motorola or Intel?

Or perhaps some other clarification such as Motorola (big-endian) or Intel (little endian), as the difference is ordering is processor based and not OS based.

More on ordering can be found here for anyone interested - http://en.wikipedia.org/wiki/Endianness
Back to top
View user's profile Send private message Visit poster's website
Eric5h5



Joined: 19 Jul 2006
Posts: 6930

PostPosted: Wed Jun 11, 2008 5:33 am    Post subject: Reply with quote
IBM would be more appropriate than Motorola. Wink (Macs haven't used Motorola processors since the G4, but even a lot of G3s are IBM. Motorola pretty much just does, what, cell phones these days? IBM is still heavily into POWER and PPC.) Best not to mention specific companies at all, but other than that I agree.

--Eric
Back to top
View user's profile Send private message Visit poster's website
Post new topic   Reply to topic    Unity Community Index // Wish List All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You can attach files in this forum
You can download files in this forum