I was wondering if in future we might be able to select various grasses within Unity and plant them together to provide a random planting. In my opinion this would give a quick way to produce a realistic look.
Mixed Grasses
#1
Posted 30 December 2016 - 01:06 PM
WWG1WGA
#2
Posted 30 December 2016 - 01:16 PM
As you say, that is an Unity functionality. PP has no influence over that.
It's debatable whether the two terms "random planting" and "realistic look" can be used as logical cause and inescapable consequence in the same sentence. Randomness is not a panacea. If anything, my experience with Unity/CF taught me that there is no quick fix to be had, and that, willy-nilly, hard miles need to be done.
Once I have all my grasses imported, set up, tested for colour, actual planting for them takes from 2 to 3 hours at most: hardly a time-consuming grind.
I thought I heard though, that mixed grasses might be a possible option for Turf Effects on meshes. I'm not sure about that and would need to see it to believe it. Still... maybe.
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#3
Posted 30 December 2016 - 01:59 PM
WWG1WGA
#4
Posted 30 December 2016 - 02:39 PM
I was wondering if in future we might be able to select various grasses within Unity and plant them together to provide a random planting. In my opinion this would give a quick way to produce a realistic look.
There is a terrain painting asset that can do this along with several other really useful functions for textures and grasses.
https://www.assetsto...!/content/27340
The video and documentation is a bit lackluster (focusing mostly on painting by height), but when you start experimenting it's actually quite impressive. I haven't used it on a project but have played around with it some.
Features that seem useful after experimenting:
Brushes can be scaled as large as desired
Brushes can be rotated
Noise can be added to brushes. Noise can be customized.
Blur/Sharpen modes for texture transitions. Blur/Sharpen strengths can be customized.
Multiple grasses can be added to brushes and applied. Sounds like you want this functionality.
You can also add your own brushes. There are several noise-like brushes already included with the asset along with solid brushes.
The combination of huge scale brushes/rotations/noise/multiple grass selection is pretty unique among assets I believe.
Use at your own risk of course. I'm assuming this could be used, then the script could be removed from the terrain before building.
Probably best to test this out first on a practice terrain and see how a build goes.
No promises.
- IanK likes this
#5
Posted 30 December 2016 - 02:55 PM
WWG1WGA
#6
Posted 30 December 2016 - 07:52 PM
The info for that tool says unity 5.3 upwards which might make it incompatible with the course forge version of unity 5.2.3
#7
Posted 30 December 2016 - 08:59 PM
You also finalize everything before editing with CF and doing manual changes. Can't go back to the procedural changes without wiping out anything done by hand.
I think the value of something like these terrain composers would be to generate a bunch of grids to share that can then be modified to each designers liking. Not unlike what the random terrain generator does for TGC.
It always cycles back to needing to attack the terrain by hand to get a quality finished product. Not unlike what you would do in real life though.
#8
Posted 06 January 2017 - 07:20 PM
I guess one day soon we will go to google maps take a screen shot and the entire course is made with all the grasses, trees, and elevations ... pins tees etc... all this and for being involved with
Early Access at what was it $20.00 ?? not bad
For now adulation is due the designers of courses that really pop they really can't be appreciated enough
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Little known fact when King Arthur was trying to make a golf course and he ran into some conflict. King Arthur: There's a peace only to be found on the other side of war. If that war should come I will fight it! Other important fact. Read the Book of John in the Holy Bible.
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