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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.
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!
just BTW ... is that a real country? it looks sort of like Italy but sort of like the mississippi ?
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.
ahh, Belge. Very nice.
I can't wait for version 3000AD with the plasma launchers :)
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.
question not answered.!! how do you even apply one proc shader to a terrain??
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