Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions! Joined: Aug 18, Posts: The more I venture into the midst of YouTube the more I see people creating terrains with blender and maya, while I see that this may be easier for some people to work with and create land-scapes the way they want them to be, I'm curious about performance.
Is there every a time when One is Better than the other? Does terrain take advantage with larger zones? Help me out here. Christian-TuckerFeb 21, Joined: Dec 4, Posts: 2, Well, making terrain as a model has this advantage as terrain, being heightmap-based can't account for things like tunnels, caves, etc.
There's little to no performance differences and if even, it is in favor of model-based terrain as terrain needs to be eventually converted into polygons so GPU can render it which takes additional cycles.
Joined: Jan 25, Posts: SVGKFeb 21, I don't know if it is better, sometimes you don't need things like caves, etc. It largely depends on what game you are making.
Creating Terrain in Maya with a Simple Displacement Map
For levels in my current project I am largely using meshes, but that's because my game takes place largely indoors. What I'm trying to say is that every tool is better in some application than other one. Joined: Jul 14, Posts: 1, The unity terrain is more intensive than a mesh. If any part of it is in view the entire thing is drawn I use a plugin on the asset store called Terrain 4 mobile T4m that converts unity terrains to a mesh in Unity and lets you draw 4 textures on the mesh just like the unity terrain, and you can paint on objects like trees, rocks, etc The other option with Unity terrains is a slicing plugin that divides the terrain into seamless chunks so it can only draw the chunks in view VitruvianStickFigureataloss and ImpossibleRobert like this.
Joined: Oct 19, Posts: 1, Using Unity terrain has Occlusion Culling I believe, or some sort of culling to keep performance. I've been back and forth between models and heightmaps. If you go into wireframe, and zoom out of the terrain you'll see what I mean.Toggle navigation Polycount. Feb Color Map? Question: I know it involves using 2 UV maps and putting 1 in each something like thatBut really don't know how to?
How to export that to a engine if we make like that? Hope that makes sense, I have gone through Poly wiki many time and still have the problem. Could you guys help me refer to some tutorial link regarding the same or make a small one for me plz Never understood that thing ever. But what I'm asking is after that process, you need to texture the Low poly terrain. Fwap Polycount Sponsor. A different engine might be a bit more difficult but you should be able to get the jist of it after those videos.
That's were I learned abt the world map and how to use it. But I want to use it in Maya and paint detail texture as we cannot paint texture in Maya I'm confused how to do it.
Okay here is the thing: I made this and rendered in Marmoset. It already has a texture and normal map. Now how can I add tiling grass,rocks,ground texture on top on it?
Well I just tried creating a lambert material with 4 blend color nodes, 5 tiling terrain textures and one RGBA blend texture. Hoping that I could see this in the viewport and then use the 3D Paint Tool to paint the blend texture.
Had to use HQ viewport render to get a decent view of the shader. Although all this worked the paint process took forever once you made on stroke to process it and finally show it to you. Not fun at all. Using a CGFX solution won't work with the 3D paint too as it doesn't recognize the attributes to paint to.
Maybe some custom setup where you switch from a mask-view which just shows flat RGB coloring and a shelf button or similar to preview with terrain textures? Another hack is to use for instance a CGFX shader, clone your object and make it slightly smaller, let this smaller object use a native maya shader lambert for instancepaint to a texture which also feeds to the CGFX shader.
Not a pretty solution but it works fairly alright. Another idea might be to use vertex color as a intermediary format if this allows better painting performance, then render that to texture when you are done?
Another option would be to simply use the UDK to paint your maps with a simple Terrain material, and export them from there, but I dont know if its legal to do this for commercial work Oh you mean the new real-time shader feature that Autodesk decided to put in Maya LT but not give their premium customers?
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Using a Terrain vs using a Model
Or standing in a forest, surrounded by the cool green shadow of a lush canopy of leaves.EasyTerrain is now 32bit, No More Stepping effect. Installation, How to use script and new material:. Bake terrain Height Map and use it in other software:. If you have any question or problem during installation send me an Email to: morteza.
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The attribute to which the texture is connected determines how the texture is used and how it affects the final results. Maya has a number of textures that you can map onto objects. For more information on these textures, see 2D and 3D textures.
To map a texture, see Map a 2D or 3D texture. If you connect the black and white Checker texture to the transparency attribute, you have applied a transparency map; the checkered pattern determines which parts of the object are opaque and which are transparent.
For a description of how textures stick to materials of objects, see Mapping methods. To learn more about how you can work with color, see Common surface material attributes. To learn more about how you can work with transparency, see Common surface material attributes. To learn more about how you can work with highlight, see Common surface material Specular Shading attributes. To learn more about how you can work with reflection, see True reflections.
To learn more about bump maps, see Bump maps.
How to make LARGE terrain+texture in Maya and export ?
Displacement maps let you add true dimension to a surface at render time, a process which may reduce or eliminate the need for you to create complex models. To learn more about how you can work with displacement maps, see Displacement maps. Commonly used texture maps To map a texture, see Map a 2D or 3D texture. Displacement maps Displacement maps let you add true dimension to a surface at render time, a process which may reduce or eliminate the need for you to create complex models.
Parent topic: Textures.Search text goes here. Limit search to Preview results not available when checkboxes ticked. Compatibility: All Software 3dsmax after effects alias autodesk viz blender body paint cinema4d combustion digital fusion final cut flame lightscape lightwave maya modo motion nuke painter photoshop renderman rhino3d shake sketchup softimage vray xsi zbrush.
Author: No results. No additional search filter options. After Effects Version: 1. Alias Version: 1. Autodesk Viz Version: 1. Blender Version: 1. Body Paint Version: 1. Cinema4d Version: 11 12 13 Combustion Version: 1. Digital Fusion Version: 1. Final Cut Version: 1. Flame Version: 1. Lightscape Version: 1. Lightwave Version: 1. Maya Version: 1. Modo Version: 1. Motion Version: 1.
Nuke Version: 1. Painter Version: 1. Photoshop Version: cs3 cs4 cs5 cs6. Renderman Version: 9. Rhino3d Version: 1. Shake Version: 1. Sketchup Version: 1. Softimage Version: 1. Vray Version: 1.You can paint renderable attributes such as color, bump, transparency, and specular color on polygons, NURBS, or subdivision surfaces.
You can also paint on file textures created outside the 3D Paint Tool. Artisan brushes use grayscale images to define the brush profile or shape. You can select from 40 predefined brush shapes, or you can create your own shapes using any image format supported by Maya. You can paint, erase and clone textures using Artisan brushes. See also Artisan.
Paint Effects brushes are defined by specific combinations of attribute settings and can be simple like pen, pastel, oil paint, and pencil brushes or they can simulate growth to get their look like flowers, feathers, hair, and fire brushes. You can select the default PaintSmearor Blur brush to paint with, or you can select any preset brush from Content Browser or your shelves.
When you paint on a model, you actually paint on a file texture that has been assigned to the model. You can assign a file texture in Hypershadeor you can create and assign it from the 3D Paint Tool. When you select the 3D Paint ToolMaya checks to see if there are any file textures already assigned to the selected surfaces for the current attribute such as color or bump maps. If any of the surfaces do not have file textures assigned, Maya prompts you to assign textures to them. If there are existing file textures, Maya checks to see if their names match the current shape, scene and attribute names.
If they do not, Maya copies the textures to the correct names. This prevents you from overwriting existing file textures, and makes it easier for the tool to keep track of the textures.
When you Assign Textures you can save the file in any of the following formats:. Parent topic: Textures.