This entire process works great for HDRP. But if you are using Built-in render pipeline, I would suggest adding MicroSplat (free) to this workflow. Microsplat allows you to add heightmaps and more to your terrain textures, which makes them look much better.
I'm glad that my videos are helpful and good luck:) This may be a problem because each game is optimized slightly differently, but I will try to prepare at least a general outline of what to pay attention to:)
@@SetaLevelDesign I have another frustrating problem the procedural generation painter tool doesn't appear in HDRP project but any other project it's fine but any HDRP project it refuses to work
Hi, what is your performance when only using NatureManufacture prefab grass LOD 1 or 2? I have never seen your approach (newbie here) and like it! But working on 2x2km maps would degrade performance a lot i assume? I am also looking into optimisation so all tips would be great! Everyone loves a lush and variety in grasses and trees so your suggestions would greatly help. Thanks!
I'll be doing a tutorial about grass soon, so I think you'll learn more from it:) However, when it comes to Nature's grass, their shader has a very nice clipping plate distance setting. Thanks to this, you can set, for example, some grass to appear only at a distance of 15 meters and some at a distance of 60 -90 meters. Thanks to this, you are able to thicken it almost unnoticed directly in front of the player, and the less dense grass is visible much further away. When it comes to terrain, the largest I did with these assets was a 1Kx1K area covered with flowers and grass with a drawing distance of 250m and still with post-processing I had over 60 fps there:)
Here the post-processing is a copy of the settings shown in the Realistic Lighting in Unity HDRP: Dawn video, so you can easily recreate them based on that video:)
After importing Stamp it!, when ever I click on the terrain for the first time after opening the project it takes 10+ mins to load. After selecting it for first time, if i deselect it and then select it no problems occur.
Very strange, I've never had a problem with it. Have you checked if it's the same on other versions of Unity? Maybe write to the creator of StampIT, maybe he will know what the problem is:)
This is definitely too heavy because HDRP is based mainly on GPU calculations, which may be too heavy for phones. Mobile is mainly URP, HDRP was created mainly for high-end devices:)
I used my Drag and Drop Volumes for post-processing, but it is based on the tutorial that you can find on my channel. So you will get the same light settings for free if you set up post-processing as in the video "Realistic Lighting - Dawn":)
Very simple, turn off directional light from the scene, then move any prefab from drag and drop to the scene, if you need turn on volumetic cloud in project settings and screen space GI, then just adjust the exposure to your scene and everything should work:) The Manual contains everything in detail, but if you have any questions or problems, feel free to write here:)
Strange thing. How do you add it to the scene? Is it added in the hierarchy window and you have access to its settings in the inspector? and check if you don't have it in position 0,0,0 because it starts rendering there and you need to move it to the target place.
Weird. It's possible that the models you use are poorly optimized, because I've already seen one tree have 2M tris, so 10 of them on the scene and performance around 15FPS. And remember that it is best to add most models as terrain trees and not as objects, because then the performance is better:)
@@SetaLevelDesign Hmm, I"m using low poly trees. The biggest one is 18k tris (L0D0). My whole scene has 12M tris total (and I have 0 saved from batching, so maybe I have to learn how to batch)
@@HamasMahroof When it comes to free assets work in URP or Build-in: - Unity Terrain - URP Demo Scene (lots of grass models and some trees, works in URP but you can replace some shaders with ones that work in Build-in) - Conifers [BOTD] (trees work in both URP and Build-in) - Book Of The Dead (stones and cliffs work in build-in, you just need to change the shader to Standard) I also recommend: - The Toby Foliage Engine / Light (grass, trees, bushes, and shaders can be used in other vegetation models that do not support build-in) :)
I really appreciate those tutorials, Seta
It's nice that the video was useful:)
what an amazing tutorial here gg man !
You're welcome, I'm glad it was useful:)
Seta, you are so good at terrain design ❤
Thank you:)
This entire process works great for HDRP. But if you are using Built-in render pipeline, I would suggest adding MicroSplat (free) to this workflow. Microsplat allows you to add heightmaps and more to your terrain textures, which makes them look much better.
I haven't checked the free version, so thanks for the info:)
thanks a lot for nice tutorial and really appreciate your work :)
And I appreciate that you still watch my videos:)
I don't know why likes and views are less on this amazing tutorial?
Because after all, my channel is still small and CZcams doesn't like to promote small channels:)
What device do you use for this all?
I learned so much from you, and i keep getting better and better. Csn you show us how to optimize a game's performance on low end devices?
I'm glad that my videos are helpful and good luck:) This may be a problem because each game is optimized slightly differently, but I will try to prepare at least a general outline of what to pay attention to:)
I'm having troubles with this the water doesn't appear also I wanted to ask if there's another way to create water without water surface
Check if "Water" is selected in Project Settings > Quality > HDRP because it's very strange that this water doesn't render for you
@@SetaLevelDesign I have another frustrating problem the procedural generation painter tool doesn't appear in HDRP project but any other project it's fine but any HDRP project it refuses to work
Perfect
Thank you:)
Thank you for tutorial, seta!
You're welcome:)
I was realy waiting for such a video from you. 🙂🙂
I hope you weren't disappointed:)
This is the best ever tutorial i watch :)@@SetaLevelDesign
Looks Awesome ❤
Thank you:)
Your tutorial is so helpful
You're welcome:)
amazing! need more content like this
There will probably be something else like this:) I want to prepare the next tutorial about grass in Unity:)
eagerly waiting brother@@SetaLevelDesign
I needed this
I'm so glad this was helpful for you:)
Amazing tutorial :)
Thx:)
im not even 3 mins in this and im like blow away im happy i found u
Hello new viewer:) I'm glad the video was helpful:) I hope you'll like the other videos too:)
hey dude, is amazing but i have a question how you add water i have no option of water surface can you use a water asset
Thank you:) What version of Unity are you using and what render pipeline? Because unfortunately water is only available in HDRP 14+
@@SetaLevelDesign IM USING UNITY 2022.3.2.21F1
I love the video
I'm glad the video was useful to you:)
*I really like your videos. It helps me a lot. I hope you will have more video tutorials HDRP. Thanks*
There will definitely be more tutorials, I try to do them every 3 other videos:)
Hi, what is your performance when only using NatureManufacture prefab grass LOD 1 or 2? I have never seen your approach (newbie here) and like it! But working on 2x2km maps would degrade performance a lot i assume? I am also looking into optimisation so all tips would be great! Everyone loves a lush and variety in grasses and trees so your suggestions would greatly help. Thanks!
I'll be doing a tutorial about grass soon, so I think you'll learn more from it:) However, when it comes to Nature's grass, their shader has a very nice clipping plate distance setting. Thanks to this, you can set, for example, some grass to appear only at a distance of 15 meters and some at a distance of 60 -90 meters. Thanks to this, you are able to thicken it almost unnoticed directly in front of the player, and the less dense grass is visible much further away. When it comes to terrain, the largest I did with these assets was a 1Kx1K area covered with flowers and grass with a drawing distance of 250m and still with post-processing I had over 60 fps there:)
@@SetaLevelDesign Grat to hear on your point of view and upcoming grass tutorial. Thanks again, i'll be waiting.
Great video.
Thank you:)
Hey sata can you give your post processing things
Here the post-processing is a copy of the settings shown in the Realistic Lighting in Unity HDRP: Dawn video, so you can easily recreate them based on that video:)
thanks bro
You're welcome:)
After importing Stamp it!, when ever I click on the terrain for the first time after opening the project it takes 10+ mins to load. After selecting it for first time, if i deselect it and then select it no problems occur.
Very strange, I've never had a problem with it. Have you checked if it's the same on other versions of Unity? Maybe write to the creator of StampIT, maybe he will know what the problem is:)
Great video! I dont understand how the terrain modifiers work, the docs say what theyre for but don't explain the numbers well.
Thx:) What terrain modifiers are you talking about exactly? The ones from Terrain Painter?
thank you so much! Quick question, you think HDRP is too heavy for mobile games?
This is definitely too heavy because HDRP is based mainly on GPU calculations, which may be too heavy for phones. Mobile is mainly URP, HDRP was created mainly for high-end devices:)
hi seta i cant find the brush to stamp the terrain
If you downloaded StampIt, check if they are in the Brushes folder and if they are not zipped:)
Thanks
You're welcome:)
Awesome!
Where did you get PostProcessing volumes from?
I used my Drag and Drop Volumes for post-processing, but it is based on the tutorial that you can find on my channel. So you will get the same light settings for free if you set up post-processing as in the video "Realistic Lighting - Dawn":)
@@SetaLevelDesign great!
hey can you make this with the newest version please
Are you talking about the new version, i.e. Unity 6, or more about a new version of one of the assets used in the video?
which asset should I buy for the river?
You can use the water built into Unity HDRP or wait for the new version of R.A.M from Nature Manufacture. It will be released soon:)
i bought the drag&drop volumes but don't know how to use it in my terrain :( would u be able to do a tutorial for it?
Very simple, turn off directional light from the scene, then move any prefab from drag and drop to the scene, if you need turn on volumetic cloud in project settings and screen space GI, then just adjust the exposure to your scene and everything should work:) The Manual contains everything in detail, but if you have any questions or problems, feel free to write here:)
Need more content bro'
I'm constantly trying to add new tutorials:)
Hi, i dont have a water option in my unity. Any help on how i can add it?
What version of Unity do you have and what render pipeline are you using?
yo i cant see the water body option, can anyone help me out here please.
Check if you have turned on the water in Project Settings>Quality>HDRP ?
Also, add "water rendering" to the global volume of the scene!
after activating the terrain tool the place to add grass is still the same. Why?
what version of Unity are you using?
@@SetaLevelDesign 2021
@@fiverrgenc5916 in 2021, terrain tool is in version 4 and these options are in version 5, so the minimum is unity 2022
My river isn't rendering and I have activated everything, I have Unity Version 2022.3.7f1, HDRP
Strange thing. How do you add it to the scene? Is it added in the hierarchy window and you have access to its settings in the inspector? and check if you don't have it in position 0,0,0 because it starts rendering there and you need to move it to the target place.
@@SetaLevelDesign I have tried everything but at the moment nothing works, I will look at other methods, thanks anyway, 10/10 tutorial
I have same problem. My river also not rendering. EDIT: I fixed it adding Water Rendering to my global volume
How are you able to add so many different vegatation/tree models? I can only add 3 different trees, then my project starts lagging a lot. :(
Weird. It's possible that the models you use are poorly optimized, because I've already seen one tree have 2M tris, so 10 of them on the scene and performance around 15FPS. And remember that it is best to add most models as terrain trees and not as objects, because then the performance is better:)
@@SetaLevelDesign Hmm, I"m using low poly trees. The biggest one is 18k tris (L0D0). My whole scene has 12M tris total (and I have 0 saved from batching, so maybe I have to learn how to batch)
Batching/GPU Instancing and occlusion culling can definitely help with this amount of tree:)
what vegetation assets can i use, without hdrp enabled
free preferably
@@HamasMahroof When it comes to free assets work in URP or Build-in:
- Unity Terrain - URP Demo Scene (lots of grass models and some trees, works in URP but you can replace some shaders with ones that work in Build-in)
- Conifers [BOTD] (trees work in both URP and Build-in)
- Book Of The Dead (stones and cliffs work in build-in, you just need to change the shader to Standard)
I also recommend:
- The Toby Foliage Engine / Light (grass, trees, bushes, and shaders can be used in other vegetation models that do not support build-in) :)
@@SetaLevelDesign thank you for the help
What version of unity is this?
This tutorial was made in Unity 2022.3.14 with HDRP:)
we need this project download!!!
Unfortunately, I cannot share this project because it contains paid assets