![]() And the help and support you get from the community is most remarkable.Īlso a big THANK YOU to the Unity developers who created the Terrain Tools. Without their hard work this wouldn't have been possible so easily. Let's hope Unity will support this in a future release out of the box.Ĭredits and greetings to the developers of World Creator 2 and the awesome community on the World Creator discord. I created a version of the Stamp Tool which supports those features. ![]() This is about a 20m square area of grass. All images are 240,000 blades of grass with Post Processing Stack AA (Quality). ![]() This is a PBR geometry shader which uses Albedo, Metallic, Roughness, AO, and Emission. Please note that as to the writing of this page the Stamp Tool of Unity doesn't support resize and rotation via Mouse. This has turned out to be a very efficient way of rendering grass. Maybe download the repository and check out all of them with an image viewer to get a better overview. You can check out World Creator 2 here, if you are interested:Ī few example screenshots to see how the stamps in this repository look like: ![]() Creating those terrains took only a few minues. World Creator 2 is a very powerful real-time terrain generator. and are therefore falling under same optimization as the terrain. The textures for the stamps were generated procedurally using World Creator 2. oh and regarding your idea of how grass should work in unity, as far as I know the 'grass' you place with the terrain editor, it has alot of the things automated you talked about, like grass from terraineditor is being 'merged' with the terrain layer, aswell as trees etc. ![]()
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