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Dull Colors On Terrain
Hello again, I ditched any idea of tessellation in unity 3. Instead I'm using a height map on a terrain. When I put a texture on it I get this:
But I want it to look like my original, here:
What I'm doing currently is this:
Export a height map, made in Vue 10 Xtsream . (1024 x 1024)
Touch It up In Photoshop CS4 extended. (1024 x 1024)
Import that into unity 3.1.0. (Terrain: width 1024, height 50, length 1024)
Bring the height map back into photoshop CS4 extended, and paint it. (1024 x 1024)
Import the painted height map back into unity 3.1.0, and set it to the terrains main texture.
Dull Colors ! ! ! !
Iv'e looked on the internet, but no seems to have even done it this way.
Thank you for reading this post. <- I hear-by assign you the task of answering it! (correctly)
Cheers!
Mithos
Answer by captaincrunch80 · Jul 15, 2012 at 10:31 AM
Well It will look like the original if you put in on a flat plane...
Light and shadows do their work there. You can try to set the ambient light to full white in Render settings. Remove any light source and the shadows should be gone.
If you want to use custom shaders, you will have to build the terrain model in an external tool like blender or 3dsmax. Then you can apply whatever shader you like and have more influence on the look.
By the way, OpenGL will render your stuff in RGB565 colors, no matter what texture you apply. (There are ways to change that, but not in unity afaik. And it will cost performance).
So its a lighting problem, Thank you.
Tried making it in an external program, like z brush. But unity limits you to like 6000 polygons, which for me, is no good, and inevitably made the terrain look sharp and low poly.
As you can see I get loads more definition with a height map on a terrain, which is what I wanted, even at this definition I'm only getting 3ms/frame with fantastic graphics and Sync to VBL turned on.
The shadows are calculated by the shader, not received. So when you use the terrain, you are bound to the terrain shader and I can only think up a workaround.
It depends on the influence of light sources + ambient light.
You can tell a light source not to shine on a specific gameobject, by putting that gameobject in a specific layer (lets use a custom and call it NoShadow) and then deactivate that layer on the light's Culling $$anonymous$$ask.
To see the terrain after that you will have to set Ambient Light to full white (Edit->RenderSettings->AmbientLight).
I just tested that and it does look quite dark, maybe the terrain shader does not use the full ambient light.
But why a height map if you do not use shadows? The depth and 3D effect will be totally lost.
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