Issues with rocks
Quote from tbunreeal on February 23, 2022, 4:40 amHi there, I'm having an issue where most of my rocks look like this:
Any idea what's going on? Thanks.
Hi there, I'm having an issue where most of my rocks look like this:
Any idea what's going on? Thanks.
Uploaded files:Quote from terraunity on February 26, 2022, 7:30 amHi, the artifact here is related to dX11 Tessellation where TerraFormer (TW's terrain shader) take heightmap channel of each terrain layer from its MaskMap's blue channel and displaces it on terrain surface based on the heights data on maskmap.
Following tessellation, 2 factors of Hieghtmap Blending and Stochastic Texturing greatly affect the appearance of the displaced vertices on GPU.
So firstly. it is recommended to disable Tessellation from TERRAIN tab in interface completely to have better performance, less memory footprint on GPU, proper physics on surface and finally no such artifacts; unless you know what you are doing and need to play with the settings to give it a balance of quality and performance at the same time.
In order to get more info on TerraFormer and its high-end features, read the following to get started:
In this video we'll learn how to utilize TerraWorld's advanced terrain shader "TerraFormer" and use its high-end features to maximize quality and details on our terrain surfaces in the generated world. TerraFormer will take Unity's Standard terrain shading to a whole new level by its modern features as the base for our generating world via a full artistic workflow used in latest high-end games. Unity's built-in terrain rendering does not take Mask Map into account for rendering and it only uses Diffuse and Normal Map textures for legacy rendering but if you use TerraFormer on your terrain, then it will handle a full PBR workflow using Mask Map's data. Watch this tutorial regarding TerraFormer to get started:
https://youtu.be/ayIKOK6HEdg
Also this video on TerraFormer (TerraWorld's advanced terrain shader):
https://youtu.be/DHrQgI1PrNw
Hi, the artifact here is related to dX11 Tessellation where TerraFormer (TW's terrain shader) take heightmap channel of each terrain layer from its MaskMap's blue channel and displaces it on terrain surface based on the heights data on maskmap.
Following tessellation, 2 factors of Hieghtmap Blending and Stochastic Texturing greatly affect the appearance of the displaced vertices on GPU.
So firstly. it is recommended to disable Tessellation from TERRAIN tab in interface completely to have better performance, less memory footprint on GPU, proper physics on surface and finally no such artifacts; unless you know what you are doing and need to play with the settings to give it a balance of quality and performance at the same time.
In order to get more info on TerraFormer and its high-end features, read the following to get started:
In this video we'll learn how to utilize TerraWorld's advanced terrain shader "TerraFormer" and use its high-end features to maximize quality and details on our terrain surfaces in the generated world. TerraFormer will take Unity's Standard terrain shading to a whole new level by its modern features as the base for our generating world via a full artistic workflow used in latest high-end games. Unity's built-in terrain rendering does not take Mask Map into account for rendering and it only uses Diffuse and Normal Map textures for legacy rendering but if you use TerraFormer on your terrain, then it will handle a full PBR workflow using Mask Map's data. Watch this tutorial regarding TerraFormer to get started:
Also this video on TerraFormer (TerraWorld's advanced terrain shader):
Quote from terraunity on March 8, 2022, 12:17 pmNo problem, let us know if you need more help in this!
No problem, let us know if you need more help in this!