binstream Posted May 31, 2016 Posted May 31, 2016 We are working in improving terrain, primarily in terms of easier content workflow and rendering performance. Currently the plan is to get rid of over-complicated index texture system together with "parent-child" property inside of terrain layers. The concept proved itself to be counter-intuitive and very hard to configure, so we are working on something easier. In any case there will be migration tools for existing projects.
jim.bourke Posted May 31, 2016 Posted May 31, 2016 That's exciting news. This is the area that our art staff complains about the most.
demostenes Posted May 31, 2016 Posted May 31, 2016 Good news, could you please provide more details? I want to "freeze" procedural generation of terrain and start manual tuning and once I do it, there is no way back. Well, maybe it would be partially possible in case we are able to export detail texture masks, which is currently not possible. Anyway it would be good to know if I should postpone our freeze and wait for new features.
silent Posted June 1, 2016 Posted June 1, 2016 Hi Jirka, The good news here - all the terrain contents will be migrated successfully (at least we don't see any issues here). But the bad news are that manual editing of the migrated contents might now work. We will try to implement as more features as possible, but there is no 100% guarantee that edit feature will be included. If there will be no edit feature, we will add it ASAP with the 2.3.x patches after release. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted June 1, 2016 Posted June 1, 2016 Hi Jirka, The good news here - all the terrain contents will be migrated successfully (at least we don't see any issues here). But the bad news are that manual editing of the migrated contents might now work. We will try to implement as more features as possible, but there is no 100% guarantee that edit feature will be included. If there will be no edit feature, we will add it ASAP with the 2.3.x patches after release. Thanks! Well, I have terrain now 100% procedural, so in case there is problem with migration, there is no problem to reimport all masks and recreate it very fast. In such case manual edit would be possible? Situation will be more complicated in case level designers will start to do manual tuning and changes, because I cant export detail texture masks.
silent Posted June 1, 2016 Posted June 1, 2016 Hi Jirka, In such case manual edit would be possible? I'm afraid. even in this case manual editing might not be available :( How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
demostenes Posted June 1, 2016 Posted June 1, 2016 Hi Jirka, I'm afraid. even in this case manual editing might not be available :( Hmm, manual editing is critical for us. We can live short time without ability to paint textures, but modification of height map is something, we are doing on daily basis.
binstream Posted March 1, 2017 Author Posted March 1, 2017 Manual editing is one of the key features for 2.5 release.
demostenes Posted May 30, 2019 Posted May 30, 2019 (edited) Interesting reading, how witcher 3 terrain was made and its engine can do: http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Gollent_Marcin_Landscape_Creation_and.pdf It was quite surprising for me, that they are using heightmap of 0.37m per pixel resolution for 74sq Km terrain. I wasnt expecting such high resolution at all. Edited May 30, 2019 by demostenes 1
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