I hope you will update the tutorials with more recent ones and that you will add the tutorials for the pro version, because I can't find the same grass editor as you show it in the video with the pro version of VS
Hi, is there going to be an update of the videos, specially for the pro version ? it's very difficult to follow the basic startup guides of the pro version, specially when you haven't ever work with the non-pro one. We can't really find recent tutorials, the documentation doesn't seem to help on basic how-to. Honeslty, we're lost on how to correctly use the tool.
before you start: download and import the demo vegetation from the awesome website. if you have pro get the pro package. www.dropbox.com/s/juxtve3vshcpjuu/VegetationStudioDownloadedDemo_1.0.0.1.unitypackage?dl=0 free speed tree assetstore.unity.com/packages/3d/vegetation/speedtree/free-speedtrees-package-29170 create a terrain 0:40 add vegetation studio to scene, click the green button 1:05 get ready to create a vegetation package 1:15 create a folder in new folder right click create new vegetation package (note make sure the tick box for real time spawn is ticked...) 2:15 drag prefabs into the various vegetation boxes 3:00 adjust the seeding 3:33 adding trees.
Hi I'm seriously considering buying Vegetation Studio Pro. I've only been using Unity for about 2 weeks and I've started using the Angry Mesh Winter Environment. I got put on to Vegetation Studio Pro as it will work with that. Have you got any tutorials on Vegetation Studio Pro? It would be very helpful if you did! Many thanks.
Hi, is there a way (now or in a future update) to manage several water level per area? For instance have a moutain lake on an island, both water level will be different. Thx you
No. There is only one water level and all rules are relative to this. But you can use VegetationMaskAreas if you want to mask out vegetation for lakes. In VS Pro you can also use the biome mask system for this. Have a lake biome with fresh water plants and rocks
Thanks for the quick reply, the asset seems great and I plan to buy the pro version during may madness. Just a few more question before going to asset store ;-): - I saw on your website that VS was compatible with Gena. But is there any specific integration? From my understanding, in an ideal workflow VS should be used for grass, rock and vegetation and Gena for other objects like building? Am I right? - I plan to also use it for low poly game style (synty studio asset), is there specific things I need to deal with? Change the shaders of all models to support indirect instanciation? Or any else?
Hi. I think GeNa integrated with the API to store instances spawned with GeNa in the persistent storage of Vegetation Studio. Not sure about the status in GeNa 2. Better to ask the developer. But for any GameObjects like houses etc you spawn with GeNa it will work good. You can add VegetationMaskAreas to the prefabs and the Vegetation Should adapt when they are spawned. If you do not mind, join the Discord server if you have more questions. Easier to keep support to one place and better with a text chat. Link on the asset store page.
Do you happen to have any tips for optimizing vegetation for VR? I've applied compute shaders, GPU culling, and instanced rendering but I'm still experiencing drops of up 40-50 fps when running through grass.
@@Kirmm I found out that the terrain was having a big effect on framerate. Best way to test is to disable Vegetation Studio first and see if you can get 90fps consistenty. So anything you can do to optimize the terrain helps. Lowering texture resolution, lowering anisotropic filtering. I'm going to try out Unity's 2018.3 to see if it helps further.
... while, no need for the reflection probes further, with the new and great Unity materials. And (since this video was in unity 5.6.4) while is true that the work in Unity earlier-than 2018's - everthing was super quick and super productive, and super time saving for the dev's. Alas, it's not any further what we have with the current versions of Unity :).
I'm lost, does Vegetation Studio actually help you make trees, grasses, and bushes? Or do you have to supply them somehow and VS just arranges them for you?
Vegetation Studio does not include any trees or grass. It does procedural spawning from rules and also takes over the rendering and culling of all the vegetation. It takes over the tree and detail rendering from the Unity terrain
I see, thanks! I'll see if I can learn how to make decent trees over the next week or two. In the meantime, I'm unable to get any trees at all into VS: Could you help me?: I don't know how to add trees to the terrain! I keep getting a null-reference error (in the editor, not runtime). I've added trees to the Vegetation Studio system (in the "Add Vegetation Items" subcomponent) but painting them to the terrain does nothing. Note that VS does work in the sense that I can pain textures with it, and some foliage automatically grows in runtime. **************** The error is this: "NullReferenceException: Object reference not set to an instance of an object AwesomeTechnologies.VegetationSystem.SetupVegetationCells () (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:829) AwesomeTechnologies.VegetationSystem.SetVegetationPackage (Int32 index, Boolean resetCullingGroup) (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:1319) AwesomeTechnologies.VegetationSystem.SetupVegetationSystem () (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:547) AwesomeTechnologies.VegetationSystem.ExecuteChecklist (Boolean calledFromSetupVegetationSystem) (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:516) AwesomeTechnologies.VegetationSystem.Update () (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:1717)"
Hi. Could you joing the discord server discord.gg/Fbn4QP3 And send me a message there. My username is Lennart. Tricky to do support on a youtube comment field
It's really a great solution for level design, looking forward for more updates! One question, how can i import a prefab (tree, or bush) into VS without to place it automatically into the terrain? (Import only) If i drag and drop it into "Add Vegetation Items" it appears automatically in my terrain. Thanks!
Awesome Technologies While i do uave mapmagic im trying to make infinite terrain but on my own. I only jist found out abput this assrt so forgive me but does it work with unity standard terrain
In this case a Splatmap is the texture applied to the terrain object. It's another word for texture, basically. Though with a splat you have the ability of layering detail within one image. So the use of multiple image types such as diffuse, height, and specular maps, etc. This is my understanding anyway, someone else may have a more elaborate / informative explanation.
I hope you will update the tutorials with more recent ones and that you will add the tutorials for the pro version, because I can't find the same grass editor as you show it in the video with the pro version of VS
Please update!
Last video uploaded was 2 yrs ago. Is this still software being updated & supported?
Hi, is there going to be an update of the videos, specially for the pro version ? it's very difficult to follow the basic startup guides of the pro version, specially when you haven't ever work with the non-pro one. We can't really find recent tutorials, the documentation doesn't seem to help on basic how-to. Honeslty, we're lost on how to correctly use the tool.
yeah, this asset is impossible for me to use presently due to poor documentation. what a shame
update the tutorials
This is so great, its a pity you stopped working on this Lennart, theres really nothing like it on the market
before you start:
download and import the demo vegetation from the awesome website. if you have pro get the pro package.
www.dropbox.com/s/juxtve3vshcpjuu/VegetationStudioDownloadedDemo_1.0.0.1.unitypackage?dl=0
free speed tree assetstore.unity.com/packages/3d/vegetation/speedtree/free-speedtrees-package-29170
create a terrain
0:40 add vegetation studio to scene, click the green button
1:05 get ready to create a vegetation package
1:15 create a folder in new folder right click create new vegetation package
(note make sure the tick box for real time spawn is ticked...)
2:15 drag prefabs into the various vegetation boxes
3:00 adjust the seeding
3:33 adding trees.
What does this offer that Unity's terrain editor doesn't?
Cool...where do you get it though?
Is there a 2020 Tutorial?
where is part 2?
How can I get my hands on Vegetation Studio? I'd like to use it to make a game
How can I actually get Vegetation Studio? It doesn't show up in the asset store
how to add vegetation to a mesh to create a vegetal wall???
Why grasses are tilted, how to change it to straight?
Hi I'm seriously considering buying Vegetation Studio Pro. I've only been using Unity for about 2 weeks and I've started using the Angry Mesh Winter Environment. I got put on to Vegetation Studio Pro as it will work with that. Have you got any tutorials on Vegetation Studio Pro? It would be very helpful if you did! Many thanks.
hey, when I drag in a flower or grass it does not clump like for you, but instead just disperses it equally. Does anyone here know of a fix?
Significant amount of frame drop for a small scene with disabled shadow for all object and tress and grasses.
Hi, how cab I export Gaia terrain like on the video?
Where exactly is this "extended demo" on your site? I can't find it and it makes this tutorial even more confusing than it already is.
google it :) That's how I found it.
Nice Job Lennart , this will help newer users or someone thinking about buying. Great tool I was in the beta and use for my up and coming Steam game.
does this work for android ?
dude this is nothing like the vegitation pro and I have no clue what the hell we are supposed to do with this tutorial...
Hi, is there a way (now or in a future update) to manage several water level per area? For instance have a moutain lake on an island, both water level will be different. Thx you
No. There is only one water level and all rules are relative to this. But you can use VegetationMaskAreas if you want to mask out vegetation for lakes.
In VS Pro you can also use the biome mask system for this. Have a lake biome with fresh water plants and rocks
Thanks for the quick reply, the asset seems great and I plan to buy the pro version during may madness.
Just a few more question before going to asset store ;-):
- I saw on your website that VS was compatible with Gena. But is there any specific integration? From my understanding, in an ideal workflow VS should be used for grass, rock and vegetation and Gena for other objects like building? Am I right?
- I plan to also use it for low poly game style (synty studio asset), is there specific things I need to deal with? Change the shaders of all models to support indirect instanciation? Or any else?
Hi. I think GeNa integrated with the API to store instances spawned with GeNa in the persistent storage of Vegetation Studio. Not sure about the status in GeNa 2. Better to ask the developer.
But for any GameObjects like houses etc you spawn with GeNa it will work good. You can add VegetationMaskAreas to the prefabs and the Vegetation Should adapt when they are spawned.
If you do not mind, join the Discord server if you have more questions. Easier to keep support to one place and better with a text chat. Link on the asset store page.
Thanks for your answers, I'll join the discord once I'll buy VsPro and starting playing with and find the best workflow with all the tools.
2021
Do you happen to have any tips for optimizing vegetation for VR? I've applied compute shaders, GPU culling, and instanced rendering but I'm still experiencing drops of up 40-50 fps when running through grass.
I have a same issue :/ Have you found any luck optimizing it?
@@Kirmm I found out that the terrain was having a big effect on framerate. Best way to test is to disable Vegetation Studio first and see if you can get 90fps consistenty.
So anything you can do to optimize the terrain helps. Lowering texture resolution, lowering anisotropic filtering.
I'm going to try out Unity's 2018.3 to see if it helps further.
@@smurf88 Stream the terrain
... while, no need for the reflection probes further, with the new and great Unity materials. And (since this video was in unity 5.6.4) while is true that the work in Unity earlier-than 2018's - everthing was super quick and super productive, and super time saving for the dev's. Alas, it's not any further what we have with the current versions of Unity :).
I'm lost, does Vegetation Studio actually help you make trees, grasses, and bushes? Or do you have to supply them somehow and VS just arranges them for you?
Vegetation Studio does not include any trees or grass. It does procedural spawning from rules and also takes over the rendering and culling of all the vegetation. It takes over the tree and detail rendering from the Unity terrain
I see, thanks! I'll see if I can learn how to make decent trees over the next week or two. In the meantime, I'm unable to get any trees at all into VS:
Could you help me?: I don't know how to add trees to the terrain! I keep getting a null-reference error (in the editor, not runtime). I've added trees to the Vegetation Studio system (in the "Add Vegetation Items" subcomponent) but painting them to the terrain does nothing. Note that VS does work in the sense that I can pain textures with it, and some foliage automatically grows in runtime.
****************
The error is this: "NullReferenceException: Object reference not set to an instance of an object
AwesomeTechnologies.VegetationSystem.SetupVegetationCells () (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:829)
AwesomeTechnologies.VegetationSystem.SetVegetationPackage (Int32 index, Boolean resetCullingGroup) (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:1319)
AwesomeTechnologies.VegetationSystem.SetupVegetationSystem () (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:547)
AwesomeTechnologies.VegetationSystem.ExecuteChecklist (Boolean calledFromSetupVegetationSystem) (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:516)
AwesomeTechnologies.VegetationSystem.Update () (at Assets/AwesomeTechnologies/VegetationStudio/VegetationSystem/VegetationSystem.cs:1717)"
Hi. Could you joing the discord server discord.gg/Fbn4QP3 And send me a message there. My username is Lennart. Tricky to do support on a youtube comment field
I love this voice. It sounds like David from Covenant teaches me how to VS.
Hi so i've a problem, whenever i hit the play button all the trees vanish. is there a way to fix this?
Hi. Please use the unity forums or join the Vegetation Studio discord server and message there for support. discord.gg/Fbn4QP3
I can NOT wait to get started on this whenever it's done importing, lol. I feel like Gaia's vegetation is a bit lacking, but I still love Gaia.
Great asset, a big improvement over the default Unity system.
2020
It's really a great solution for level design, looking forward for more updates!
One question, how can i import a prefab (tree, or bush) into VS without to place it automatically into the terrain? (Import only)
If i drag and drop it into "Add Vegetation Items" it appears automatically in my terrain.
Thanks!
Uncheck the enable run-time spawn after you add the tree.
Does it work in infinite terrain?
I am guessing you talk about the MapMagic infinite terrain. That works. There is even a MapMagic output node ready now.
Awesome Technologies While i do uave mapmagic im trying to make infinite terrain but on my own. I only jist found out abput this assrt so forgive me but does it work with unity standard terrain
Yes. it works with the standard terrains and the VegetationPackage can be applied to run-time generated terrains.
Awesome Technologies thanks. You have a purchase from me!
very nice very nice
great, WTF is a splatmap then? :p google time.
In this case a Splatmap is the texture applied to the terrain object. It's another word for texture, basically. Though with a splat you have the ability of layering detail within one image. So the use of multiple image types such as diffuse, height, and specular maps, etc.
This is my understanding anyway, someone else may have a more elaborate / informative explanation.
update the tutorials