@SetaLevelDesign they are so good that I've bookmarked your channel on my bookmarks bar so I can easily go back and watch multiple times. And I hit the bell so any new video will show up in my notifications.
Excellent video, but I have a question, if I want the details to have an LOD group, do I have to place them manually? Like for example grass, if they don't have LOD groups, wouldn't they be very expensive for performance?
If you are place a lot of the same models, such as grass, it is better to remove the LOD and connect them to Detail because Unity then uses the rendering of many instances of the same details in one rendering pass. I'll give you an example that I once tested myself. The same number grass on the scene: Paint Detail: 117 batches 120FPS Manually distributed prefabs (with LOD): 36000 batches 50 fps So it is best to place grass manually only in places where we cannot add it as Paint details:)
I'd be interested in know how I can use terrain for real world terrain. I have the sea floor bathymetry and it ranges from -10k to 19k (bottom of sea floor is -10k-ish and highest land height is 19k-ish.
I've never done anything like this before, but it seems to me that the easiest way would be to create a height map based on bathymetry, which can then be used to create terrain using the Terrain Toolbox from the Terrain Tools package. Especially since barymetry works similarly, only in it higher terrains are red and in unity as shades of white, the deeper the area, the more it will be on the height map in terms of color, towards black. And of course I would recommend scaling the terrain accordingly, unless you need precise mapping:)
Unfortunately, the standard terrain shader in Unity will stretch textures:/ an alternative is to use another shader from the assetstore or modifying the tiling setting of a given texture so that it is not so visible:)
You can add Terrain Tool to Unity from package manager. With this should be easier creating slops. I very often just make different heights and then use smooth to smooth them out and create a slope:)
I just found your channel today and I'm going to binge watch every one of your videos. Your videos are great!
Thx:) I'm glad that the content on the channel encouraged you to watch it:)
@SetaLevelDesign they are so good that I've bookmarked your channel on my bookmarks bar so I can easily go back and watch multiple times. And I hit the bell so any new video will show up in my notifications.
@@SomebodyPickaName Considering that there are already over 100 videos on the channel, you have a lot to watch:) I'm glad you found my channel:)
Man i was looking for these kind of map building tutorials. Thanks!
You're welcome:) I'm glad the video was useful:)
Thank you Bro. These things are genuinely helpful. Hoping more videos like this in future
There will definitely be more:)
Thank you very much, you fix a problem that I faced with the last tip you are a legend.
A lot of people have this problem, so I'm glad the video helped you:)
Thanks for valueable information :)
Just the basics, but I didn't know about some of them for a long time:)
Really good info. I didn't know any of them. Thanks for sharing it :)
No problem, i'm glad the video was helpful:)
Excellent video, but I have a question, if I want the details to have an LOD group, do I have to place them manually? Like for example grass, if they don't have LOD groups, wouldn't they be very expensive for performance?
If you are place a lot of the same models, such as grass, it is better to remove the LOD and connect them to Detail because Unity then uses the rendering of many instances of the same details in one rendering pass.
I'll give you an example that I once tested myself.
The same number grass on the scene:
Paint Detail: 117 batches 120FPS
Manually distributed prefabs (with LOD): 36000 batches 50 fps
So it is best to place grass manually only in places where we cannot add it as Paint details:)
great video, thank you very much
You're welcome:)
I'd be interested in know how I can use terrain for real world terrain. I have the sea floor bathymetry and it ranges from -10k to 19k (bottom of sea floor is -10k-ish and highest land height is 19k-ish.
I've never done anything like this before, but it seems to me that the easiest way would be to create a height map based on bathymetry, which can then be used to create terrain using the Terrain Toolbox from the Terrain Tools package. Especially since barymetry works similarly, only in it higher terrains are red and in unity as shades of white, the deeper the area, the more it will be on the height map in terms of color, towards black. And of course I would recommend scaling the terrain accordingly, unless you need precise mapping:)
Thanks you for useful information!
I'm glad my video was helpful:)
Really helped me thanks alot😊
I'm glad the video helped you:)
HDRP Camera settings tutorial would be nice? I got so blurry textures.
You can send me a screenshot of what it looks like on e-mail, maybe I will be able to help you somehow:)
How we can add wind to tree or grass i cant find the shader !!
Unfortunately, you have to create your own shader to handle wind, luckily there are a lot of videos on RUclips how to do it in shader graph:)
Nice Dude
Thank you:)
ur welcome@@SetaLevelDesign
Sir do you have any paid course on udemy or somewhere else?
Unfortunately, I don't have such a course, so I try to do tutorials regularly. When I improve my English, I will probably try to create some course:)
Is there a solution with texture stretching?
Unfortunately, the standard terrain shader in Unity will stretch textures:/ an alternative is to use another shader from the assetstore or modifying the tiling setting of a given texture so that it is not so visible:)
How to create slope in terrain. It is so difficult compared to blender.
You can add Terrain Tool to Unity from package manager. With this should be easier creating slops. I very often just make different heights and then use smooth to smooth them out and create a slope:)
@@SetaLevelDesign ty for telling me that.
Next time make a Level Design using a Kitbash Asset Pack 😊😊😊
Their assets are of really great quality, unfortunately their price is a bit killing:)
@@SetaLevelDesign Go Pirate duh
All assets I use are legally purchased and I have no intention of changing that