Grass Renders Over Roads (EasyRoads3D)
Quote from SamKennedy on November 18, 2022, 9:22 pmI am using TerraWorld with EasyRoads3D. My project is using URP so I have a separate project just for TerraWorld that I export and then import into my URP project.
The MassiveGrass script automatically generates grass, however this grass isn't part of the usual terrain layer so EasyRoads3D can't remove it. I end up with something like this:
If I set the layers I can make the grass spawn only on the road, but what I would like is the opposite: have it spawn on the terrain except where roads are placed. Is there any way to do this with an imported TerraWorld asset? I've experimented with the layer options but can't figure out how to get this working.
Also, any general advice on how to get the best quality terrain and visuals when importing into a URP project? Should I focus on texture resolution, shaders or postprocessing to get it looking just as good as TerraWorld in the standard pipeline?
Thank you
I am using TerraWorld with EasyRoads3D. My project is using URP so I have a separate project just for TerraWorld that I export and then import into my URP project.
The MassiveGrass script automatically generates grass, however this grass isn't part of the usual terrain layer so EasyRoads3D can't remove it. I end up with something like this:
If I set the layers I can make the grass spawn only on the road, but what I would like is the opposite: have it spawn on the terrain except where roads are placed. Is there any way to do this with an imported TerraWorld asset? I've experimented with the layer options but can't figure out how to get this working.
Also, any general advice on how to get the best quality terrain and visuals when importing into a URP project? Should I focus on texture resolution, shaders or postprocessing to get it looking just as good as TerraWorld in the standard pipeline?
Thank you
Quote from terraunity on November 19, 2022, 10:25 amHi Sam, thanks for the good questions.
To filter TerraWorld layers placement (e.g. remove tree/grass from road mesh) simply use TerraWorld's built-in Layer Filtering feature which is described in the following forum posts:
https://forum.unity.com/threads/terraworld-automatic-level-designer-for-real-world-locations.784217/page-6#post-7029001
https://forum.unity.com/threads/terraworld-automatic-level-designer-for-real-world-locations.784217/page-6#post-7436573
Regarding better graphics in URP compared to TW scenes in Standard pipeline, look for custom terrain shaders for URP to bring visuals on par with TerraFormer (TW's terrain shader) in TerraWorld. We have plans to port all TerraFormer features into HDRP & URP project templates soon. If you want to check out TerraFormer see the following posts:
https://forum.unity.com/threads/terraworld-automatic-level-designer-for-real-world-locations.784217/page-3#post-5757667
https://forum.unity.com/threads/terraworld-automatic-level-designer-for-real-world-locations.784217/page-4#post-6265515
https://forum.unity.com/threads/terraworld-automatic-level-designer-for-real-world-locations.784217/page-6#post-7192144
https://forum.unity.com/threads/terraworld-automatic-level-designer-for-real-world-locations.784217/page-6#post-7231297
Hi Sam, thanks for the good questions.
To filter TerraWorld layers placement (e.g. remove tree/grass from road mesh) simply use TerraWorld's built-in Layer Filtering feature which is described in the following forum posts:
Regarding better graphics in URP compared to TW scenes in Standard pipeline, look for custom terrain shaders for URP to bring visuals on par with TerraFormer (TW's terrain shader) in TerraWorld. We have plans to port all TerraFormer features into HDRP & URP project templates soon. If you want to check out TerraFormer see the following posts: