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Question by MisterGasman · Dec 14, 2012 at 01:40 PM · terraintexturealpha-channelprocedural texturingvegetation

How to create a terrain material, with 10+ procedural texture layers with alpha?

hello everybody, This is my first question from unity (and just started also working with Unity) :)

I need to convert my E-On Vue project to Unity in the most simple way possible. Vue is a high poly nature modeling program (sample incl). The terrain is based on a brushed heightmap in photoshop. Every single vegetation (like gras, forest, earth, roads) is created by a seperate procedural texture in Vue, with a seperate black and white texture that is used as alpha for every vegetation (alpha is projected like a heightmap on the terrain, so it has the same size, not tileable). After that i need to drive both my ground materials and vegetations by procedural density materials and alpha textures.

alt text

I've started in unity to create a terrain, and loaded the RAW heightmap (4096x4096). That works (alhough the height is not correct and have to guess). I then imported the obj of the objects, all works well. But now the difficult part, the terrain textures and vegetations.

Are there any solutions or suggestions to create this? Unity has procedural textures, but i've read that mulitple textures with alpha channels are a problem. The alpha channels should be 4096x4096 px. I have round 10 vegetation layers.

I've uploaded an image with the Vue terrain and the textures with alpha projected on it (added random colors to make it clearer). Second on top is the result in Vue

Thanks!

step5_vue_loadvegetationlayersonterrain_examplerandomcolorseverylayer.jpg (94.9 kB)
step8_vue_importcolladaobjectsfromblender_result.jpg (403.5 kB)
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avatar image Fattie · Dec 14, 2012 at 03:18 PM 0
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just BTW ... is that a real country? it looks sort of like Italy but sort of like the mississippi ?

avatar image MisterGasman · Dec 15, 2012 at 03:33 PM 0
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This is the village Ename in 1065 AD, Belgium. We have build 9 different periods in time so you can see the evolution in nature and buildings.

avatar image Fattie · Dec 15, 2012 at 03:40 PM 1
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ahh, Belge. Very nice.

I can't wait for version 3000AD with the plasma launchers :)

avatar image jdams · Dec 15, 2012 at 04:36 PM 0
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Have you considered parsing through each pixel of the image and instantiating the foliage that way. Jump through each pixel and based on the color instantiate a plant at a certain world position? Texture2D.GetPixel here returns a Color. Use the RGB values to populate the map with the proper plants? Just a thought.

avatar image MountDoomTeam · Aug 27, 2013 at 10:20 AM 0
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question not answered.!! how do you even apply one proc shader to a terrain??

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