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This chapter is all about how I solved it (so far) to be able to place all kinds of assets like 3D-meshes or self-growing fractal seeds on the terrain. Let’s assume we do it for each vertex on a mesh with let’s say 10’000 vertices. Asset placement - depending on mesh height vertices.
Since the last post I’ve been working on the terrain’s vegetation. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.
Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. Terrain Tools. The Terrain Tools package adds additonal terrain sculpting brushes and tools to your project to help create stunning terrain assets and ease the workflows. .
Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. New and standard-material will default to Surface Shader. Fixed an issue where the main light source still acted on the terrain after baking.
2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). Visual Shader: Add math operators to node names for easier and simpler searching ( GH-67905 ). beta 3 (209 commits – excluding merge commits ― from 78 contributors).
Materials and shaders. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Materials and shaders. writing shaders is very easy! Full principled BSDF. Global illumination (GI). Mid- and post-processing.
2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). Visual Shader: Add math operators to node names for easier and simpler searching ( GH-67905 ). beta 3 (209 commits – excluding merge commits ― from 78 contributors).
reduz is always quick to respond on IRC, although he is busy developing new features for Godot (during that time, he finished the new Animation editor, the new AnimationTree and visual shader editor. Textures, normal maps and some of the BSDF shaders are already well supported. I am mentored by sdfgeoff and reduz. Amazing!!).
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