Drag and drop your second splat texture in the image slot.It looks like you can get pretty complex with the node system to define rules for all of that stuff. Duplicate you splatmap layer (shift click '+').Ģ. If you want to paint another splatmap for splat texture 4-8:ġ. Make sure you have 4 splat textures in your layer. Drag and drop your image in the image slot, image import settings to true color.Ħ. So if you want to use the RGBA splatmaps:ĥ. TerrainComposer automatically normalizes RGBA values as on Unity terrain the sum of the channels should be always 255 (1). So if R is 0, splat texture 0 won't be painted, if R is 255 (1) splat texture 0 will be fully painted. With each channel you can paint the opacity of 1 splat texture. So the channels are used for 4 splat textures. The other option is to use RGBA splatmaps like you had(the way WorldMachine and other terrain software exports them). So for this mode as descriped in my post needs fixed colors, as it detects all tints in your image. However there's no control over the blending between the colors, other then the global 'Edge Blur'. One option is to use fixed(solid) colors, with this you can paint as many colors for as many splat textures in your image as you want. Think you issue was that you only had 3 splat textures in your layer instead of 8. I was able to export All meshes to objs,(with another free script) and now I can fix all the uv's, create my LODs, then back to FBX. Update: It is how you are generating UVs.the terrain mesh UV's are scaled and e: So obviously not built for this.have you got it to work? Can I just delete the whole TC folder, when I am done, building to apk?Īny advice, lessons learned from your mobile flight sim experience? How to best use the Convert terrain to Meshes functionality? or dealing with low end mobile devices in this genre? In WC Height map Resolution.what is the check box and the number in parenthesis (I feel stupid). Using Sector Complete, Stream and Viz.and Unity Pro.I am getting good frame rates. Hey, purchased yesterday.I have world composer and have been publishing strictly to android mobile.I was debating very hard, if I should just get Terrain 4 Mobile, for a short-term quick solution.Now I am taking my WC Terrains, using the Free Terrain to Obj exporter, then in in maya UV, rotate, export to fbx to unity, 16 large tiles, 4 hours.but no splat maps.I want more detail close up, fading to satellite, from the distance, as well as LOD meshes and textures, at any given time, only one block is at full LOD. any help would be much appreciated thank you. im very new to unity so im pretty confused. Is it because i have too many trees? i did have several thousand total like anywhere from 10,000-60,000 but i thought they would be turned to billboards and whatnot so only like a few would actually be models. I tried purchasing the dynamic map system from the unity asset store but cant get it working, its supposed to load terrain pieces when you get near them i thought that would reduce the amount of trees and loading time. im confused how to get larger terrains running. i read somewhere it had to do with the total amount of trees but i put the settings down and make it so they should turn to billboards and whatnot. so basically more than 4 total terrain tiles at 1000 length and width each and it will crash. However every time i try to have more than a 2x2 in terrain tiles when i try to run the game it crashes. Hello, i recently bought the terrain composer and have been tweeking and trying things with it for the past few days.
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