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Question by bridged · Jul 14, 2012 at 01:56 AM · terrainplanet

Planets made out of terrains

Hey,

I have googled for hours now and found a bunch of good information but still not really what I am looking for. So the basic problem is already said in the title.

I know I cannot rotate a terrain

I want to have the terrais in Unity, so I can draw them there, change the height, put gras etc. I could make them in 3ds max and import, I know, but when I image the work to make so many when it comes to random planets in the game, I get headache. The next important thing is all the work with putting trees, stones, gras and other random objects manually. In the other way it be great to be able to directly see the changes and be able to see it live with just a click without exporting and importing stuff around.

I could do all kind of scripts, tricks and stuff to realize that, like looking for a way to create them in 3ds max, or maybe just the shape with special spots for random stuff like trees, or write scripts in Unity to place the stuff, but as you hopefully see too this sounds like a lot of work for the start.

So is there ANY WAY to use the real ingame Terrain to realize Planets?

Or even any acceptable other solutions like a good working planet creater (maybe for 3ds max) which stores other informations too like for trees, buildings, etc.

Or do you maybe have any other idea what would be the best way to realize it?

greez

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Answer by Chimera3D · Jul 14, 2012 at 05:48 AM

This would require way more than just big terrains shaped into a spherical object. First you would have make an LOD system for your planets, then you would need to program a procedural planet generator, terrain modification tools (take a look at some of the procedural demos in the Unity resources section), atmospheric effects, ect. You can't just ask how to realize planets, we don't know what you want exactly. I don't know where you're at as far as programming so I don't really know what to tell you, there are many different ways to approach this. If you are just viewing the planets then you could really just add them into a skybox, if you are landing on and leaving these planets then it's an entirely different story. You should check this out thought, it might help: http://forum.unity3d.com/threads/131077-RELEASED-Etherea1-Full-Planets-for-Unity3D

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avatar image bridged · Jul 14, 2012 at 09:15 AM 0
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thx for the info, I will take a look at it. And sorry I didn't point out my question better.

$$anonymous$$y primary goal is it to be able to use terrains for spherical objects or at least the terrains have unity on spherical objects.

So the main points are - sphere - terrain (or rotate, but doesnt work, I know)

EDIT:

Or is it just possible to draw textures and stuff like gras and trees onto meshes? Would be enough for me. Textures would be the most important.

avatar image Hoeloe · Sep 10, 2013 at 10:10 PM 0
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You could build your own splatmap shader. I don't believe it would be too complex - read the value from one texture, apply an alpha-blend of other textures based on the result. $$anonymous$$ultiple splatmaps would be a little more difficult, but should be possible.

avatar image tanoshimi · Sep 10, 2013 at 10:14 PM 0
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Or, you could create a shader that applied curvature to a flat terrain model to give the appearance that it lay on a spherical surface.

avatar image Hoeloe · Sep 10, 2013 at 10:44 PM 0
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That would only work if you were viewing the planet only from the surface, not from above.

avatar image tanoshimi · Sep 11, 2013 at 07:28 AM 0
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True - it's not specified but I'm assu$$anonymous$$g that, since the OP is referring to placing grass, trees, buildings etc., we're viewing from a point close to, and looking across, the surface.

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