Search the Community
Showing results for tags 'grass'.
-
Hi everyone, I started make video tutorials for Unigine 2.11.0.1 , You can see & use , This is my playlist about unigine, and I hope useful for you. Get started with 8 hours of free video tutorials full of tips you want. Playlist 1 Playlist 2 With respect Ahmad Karami a computer teacher/ author book / test engineer / solo game developer
- 8 replies
-
- 1
-
- ahmad karami
- unigine
-
(and 94 more)
Tagged with:
- ahmad karami
- unigine
- unigine2
- unigine editor 2
- tutorials
- video
- material
- objects
- terrain
- time
- lighting
- scripting
- advanced tutorial
- full tutorial
- download unigine
- install unigine
- setup unigine
- c sharp
- showcase
- demo
- help
- decal
- water
- sea
- ocean
- import
- hackathon
- build project
- particle
- particle system
- all settings
- collision
- physics
- physic
- physics ocean
- fog
- flower
- grass
- time of day
- day
- night
- wind
- field spacers
- fieldshoreline
- field shore line
- trigger
- destructible mesh
- code
- distance two object
- animation
- animation loop
- cloudlayer
- cloud
- clouds
- time lapse
- vr
- panorama
- render settings
- dof
- ray tracing
- global illumination
- cpp
- c-sharp
- examples
- text
- 3d text
- show
- hide
- message
- light
- point light
- spot light
- area light
- cloth
- clutter
- clothbody
- cloth body
- ripple effect
- gui
- ui
- sound
- soundsource
- sound sources
- audio
- sky
- field
- volume
- volumebox
- materials
- node
- water mesh
- water_base
- water pool
- احمد کرمی
- احمد کرمی بوکانی
- پدر علم بازی سازی
-
[SOLVED] "Density" parameter for grass and clutter
Amerio.Stephane posted a topic in Feedback for UNIGINE team
Hello, Most of the time, the density value I use for mesh clutter and grass impostors is in the range 0.001-0.009, ie the limit of the precision of the displayed value. My problem here is sometime, even though I copy pasted the value from the clutter to the grass, they seem to used very slightly different values internally, but enough to have impostors missing where clutter mesh is placed, or the other way around. At this point, I don't know if the problem is that the values are actually different, but displayed as identical, or if your algorithm is somewhat different for the two. (note the grass object was created with the new 2.7.2 impostor tool) -
Hello, Here is a capture of a Grass object I'm using: (num textures = 4, density=0.5, texture is your grass_regular_d.tga, all other params left to default values, ) When I use this as a node for Landscape generated grass, the grass looks like this (2.7.1): (inside the generated grass, num textures is also 4, density is also 0.5) What's going on ? Also, the grass is noticeably floating above the ground, although the ground is really flat.
-
Hello, The grass shadow does not match the grass alpha settings, when using 4 shadow cascade. This leads to a very dark and very visible shadow rectangle that follow the camera on the ground. It looks like the most precise shadow cascade does not use the correct alpha value for the grass. (here highlighted by using a low alpha value on the grass) When using 4 shadow cascade, increasing the Cascade Border 0 from 0.008 to 0.03 seems to partially hide the issue, but is somewhat defeats the purpose of having a 4th cascade.
-
Hello, When using a high density value, the grass tiling pattern is strongly visible: While this would be perfect for corn fields, it's very disturbing for mountain grass. (here density=3, alpha=2 just to emphasize the effect for the capture). Any way to fix that?
-
Hello, I'm trying to wrap my head around an actually efficient process to generate a large set of *various* trees and grass, in a very large terrain. Correct me if I'm wrong, but according to the doc, the process looks like: add a single tree of a single type in the scene create an impostor from it create an ObjectClutter from the tree *mesh* reassigns materials and readjust LOD distance for the clutter (so I'm actually redoing the work that was made when creating the tree *node*) create an ObjectGrass matching the ObjectClutter, manually inherit material, assign impostor texture, tweak LOD and other settings create a NodeReference for the ObjectClutter create a NodeReference for the ObjectGrass Now in Landscape editor, for a specific landcover tag, add the NodeReference for the ObjectClutter and then for the ObjectGrass Generate landscape Test, adjust ObjectClutter and ObjectGrass, apply updates, and repeat step 9 Repeat steps 1-10 for a new kind of tree While none of these steps is too complex, it's still very tedious if you want some diversity in your terrain. I feel the grass/impostors steps should really be a "behind the scene" operation. I tried using WorldClutter. Its usage seems more straightforward, and supports a variety of trees node by default, but I couldn't find a way to use it with grass impostors. For the records, I need a visibility distance of 5km at the very minimum with impostors. Real meshes only need to be visible below 100m.
-
Hello, When creating Grass over a TerrainGlobal (created with the Landscape tool), on some places, the grass is planted below the terrain. This result in some no-grass patches on the terrain, even though the grass desinty is high, the terrain only has one LOD, and the terrain is not very steep. It looks like the grass interpolation grid does not fit the terrain below. Thanks for your help.
-
Hello, I'm using a landcover raster in my landscape, and I add vegetation on top of it. The landcover tag is created with a 0 threshold. A terrain detail layer is added on the same tag, shown hereafter with a red overlay. And vegetation is created with an ObjectGrass node. The problem here is I don't understand why the vegetation and the detail layer never match, whatever settings I put in the Mask of the detail layer: As you can see, there is grass in A but no grass in B. I would have expected the grass area outline to roughly match the red area (at least for a certain combination of threshold, width, contrast) but that is never the case ! Can you help me here? Thanks.
-
Impostors don't orient to terrain like clutter counterparts
ted.mcclung posted a topic in World Design
I'm trying to get my grass based impostors to line up with my mesh clutter. I enabled orientation in my clutter object so the instances orient themselves with my terrain's hills, but checking orientation in the grass object doesn't have any effect. As a result, the impostors don't line up at all. Is there a way to fix this? -
So I tried adding grass, and the result is less than spectacular. The problem is that the grass shading doesn't follow the terrain shading at all. There's very defined hills with totally flat shaded grass growing on them. This becomes a very ugly problem when looking at dark areas of terrain and the grass looks radioactive. Is there a way to fix this? I have receive shadow and receive world shadow both checked on my grass and terrain, for both the nodes and materials. Pretty much everything is set up like the "Adding grass" tutorial in the documentation.
-
Hi, i have some issue with grass, in editor its working fine even after i quit the editor, but when we test this on in-game, all grass blades grow downwards and become pure black. as you can see in the attached image http://img198.imageshack.us/img198/8598/grassissue.jpg[/img]