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3D Grass Tutorial


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#101 Stingreye

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Posted 28 September 2019 - 08:12 PM

What is the best option for handling bulkheads?  The edge of spline didn't show through the bulkhead until I put the grass on it.

 

Thanks in advance for any help.

 

i-L2qxkKw-X3.jpg

I really like the pot bunker method for those areas, then that rough spline will end with the put bunker there



#102 jspirate

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Posted 28 September 2019 - 08:29 PM

I really like the pot bunker method for those areas, then that rough spline will end with the put bunker there

I agree and if I had it to do over I would have used the pot bunker method.  That said, adding a pot bunker now isn't the easy solution I was hoping for lol

 

I am guessing there is a way to edit the mesh so that the hanging edge isn't hanging.  Gonna have to learn more of blender I guess...


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#103 Stingreye

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Posted 28 September 2019 - 08:47 PM

I agree and if I had it to do over I would have used the pot bunker method. That said, adding a pot bunker now isn't the easy solution I was hoping for lol

I am guessing there is a way to edit the mesh so that the hanging edge isn't hanging. Gonna have to learn more of blender I guess...


Is this one where you locked the spline and edited the terrain/water? If so, yes that’s challenging and maybe editing in blender might be easier.

#104 jspirate

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Posted 28 September 2019 - 08:51 PM

Is this one where you locked the spline and edited the terrain/water? If so, yes that’s challenging and maybe editing in blender might be easier.

 

Unfortunately, yes :facepalm:


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#105 DPRoberts

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Posted 28 September 2019 - 08:52 PM

Update on previous - he says it's alternating between 2 textures and it's fixed in his second version of the shader. Which of course, we can't use because it doesn't work on Unity 5_2_3.

For your bulkhead issue, the blend in the outer rough may not show when it's CF spline only without grass. If you turn on "Shaded wireframe" view, you will see your mesh sticking through the rocks.

2 options for fixes - reload your pre lowered terrain, and

#1 - move your spline points in and recalculate your mesh. Watch in wireframe view

#2 - remove or decrease your blend in the rough and recalculate your mesh. You may want to create a rough specific for bulkheads if you want a blend maintained on your other areas of the course.

The point is that the outer mesh usually extends beyond what you "see" because the blend has alpha cutoff in it and you don't visualize the entire texture. Floating in air like that, you may not see it but it's there.

#106 jspirate

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Posted 28 September 2019 - 09:27 PM

Update on previous - he says it's alternating between 2 textures and it's fixed in his second version of the shader. Which of course, we can't use because it doesn't work on Unity 5_2_3.

For your bulkhead issue, the blend in the outer rough may not show when it's CF spline only without grass. If you turn on "Shaded wireframe" view, you will see your mesh sticking through the rocks.

2 options for fixes - reload your pre lowered terrain, and

#1 - move your spline points in and recalculate your mesh. Watch in wireframe view

#2 - remove or decrease your blend in the rough and recalculate your mesh. You may want to create a rough specific for bulkheads if you want a blend maintained on your other areas of the course.

The point is that the outer mesh usually extends beyond what you "see" because the blend has alpha cutoff in it and you don't visualize the entire texture. Floating in air like that, you may not see it but it's there.

 

There would be other fixes is I reload the pre-lowered terrain, so I am not willing to consider that at this point.  Thanks for the feedback though.  It looks like there will be 17/18 holes with 3DG lol

 

Ahhh well, its a par 3 and the tee box is also a bulkhead, so only those that miss their snap horribly will ever notice it haha

 

EDIT:  wait sec... maybe I could duplicate project and get the fbx from the dup project and use that in production version?   Need to think about that some...


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#107 NoPutt

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Posted 29 September 2019 - 09:17 AM

You could export the wall and mesh into blender and 

knife cut the mesh along the wall and then delete the offending faces,

save mesh as .fbx and back into Unity. 

K5UrBop.jpg


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#108 jspirate

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Posted 29 September 2019 - 11:59 AM

You could export the wall and mesh into blender and 

knife cut the mesh along the wall and then delete the offending faces,

save mesh as .fbx and back into Unity. 

K5UrBop.jpg

 

Thanks NoPutt. I like the way this sounds.

I am a complete and total noob to blender, but I like to learn so I am off to research knife cutting!


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#109 jspirate

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Posted 29 September 2019 - 11:06 PM

You could export the wall and mesh into blender and 

knife cut the mesh along the wall and then delete the offending faces,

save mesh as .fbx and back into Unity. 

 

 

Thank you Mr. NoPutt!

 

I took the Blender dive and pulled this off.  Don't get me wrong, I screwed up a bunch of crap along the way.  I mean its a freaking mess... I deleted faces, left behind indices and who knows what else.  The coordinated were all borked so I ended up hand-placing the mesh and tweaking its coordinates in the inspector to get a position that is almost acceptable.  What a total and complete mess and yet I am still feeling kinda good about it lol

 

I just hope I don't find blades of grass sticking up on those missed indices somewhere else on the course!

 

i-xmKszJ9-X3.jpg


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#110 slewin

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Posted 04 November 2019 - 07:17 AM

OK,
I'm doing something wrong.
Seems the grass is thicker around the edge where the tris are
Any ideas.....

MGC-01.jpg


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#111 DPRoberts

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Posted 04 November 2019 - 11:33 AM

The shader plants grass based on the number of vertices in the mesh. Areas around bunkers and edges have a greater number of vertices so you see more triangles.

Ways to overcome this/improve the look -
1. Reduce mesh grid fill with CF layers or
2. Subdivide the mesh in 3d program or
3. Retopologize

It's my least favorite issue with the shader and has no easy fix. I'm using Quadremesher in Blender and it's really super easy to get the results I want and adds less than a minute work per mesh.

#112 slewin

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Posted 04 November 2019 - 02:13 PM

Thanks DP
I’ll get on it.
Unfortunately all the bunkers etc are very hi res to get the detailed edges.



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