Couldn't care less about new brushes and editor capabilities. We need better performance for runtime changes, especially grass which is completely ridiculous performance wise in it's current state.
This is really awesome..From last couple of months unity has seriously improved the terrain workflow then previous years. Kudos to unity for this another nice update.👍👍
Not sure about you all, but continuing to work with heightmaps for terrain seems the wrong way to go. They won't allow for caves, and I can only see myself using Unity terrain for backdrops or *exclusively* outdoor scenes/levels.
Finally it gets a few steps forward, that's nice. I still see 2 main issues: One being the old problem with caves and holes inside one terrain (not a new loaded scene for the cave and one for the surface-only terrain). The other is the stretching of the textures. You can see it in this demo when creating both pathways: The sides look very ugly. She tries to cover up for this but it will only work at great distance and only with certain type of cover-ups, like wet-looking textures for example. I hope these issues get attention soon as well. As things are now, I am planning my level design rather in planes and lots of (nested) Gameobjects. This also seems better for the pba textures.
Guys, don't reinvent a wheel. Just make a deal with World Creator devs and implement it into engine. That program have everything we need and it's so easy to use with nice interface.
Holes, tessellation and shader graph support / triplanar and I will be happy. To make a good looking terrain in unity you still need to make use of several third-party assets / develop your own systems.
23:30 To the question asked about caves and holes at the end..she said you can do that, no you cannot do that with heightmap based terrain editing; and absolutely not "taverns" lol
If you can make holes (or make a shader that can mask off a piece of terrain) you can then stamp your own geometry in place of an arch or cave or whatever doesn't work with heightmaps)
The part they need to fix, is the colliders for when we make holes, we have to hack it for it to work, to pass through....making cut out mask has been around for ever...so that is easy... So Unity needs to fix the collider issue...that has been the issue for caves and Unity terrain for years..
What about transparency? And baked shadows on transparent terrain? And terrain rotation? I need that for Augmented Reality table top applications, but had to write shaders and tweaks to have it working. BTW thanks for great work and improvements, very appreciated!
so i know unity doesnt make games just the engine but.. it shows alot when they implement new features that arent stricly engine related and especially in the Q&A. spline tool for paths would be awesome if not even mandatory for example as the guy asked. cloning tool for both topology and texture seems like a basic thing the presentator should know.. it reminds me of the shader graph presentation this year the presentator felt like she only played with the tool for a few hours. finally as other have said she completly missunderstood the final question about caves.. and to go back to unity makes an engine not games i dont see alot of these features as being that useful tbh, most of it you could already do with the old tools, the only substantial thing these new things give us is a way to make erosion more easily and i guess more realistic but.. while its cool.. who really cares? it still feels lacking alot and still just as annoying to make uneven paths (spline tool again) and such so idk, not impressed either.
I agree the system isn't there yet, but if you take into account that the Terrain team is rather recent (created sometime during the middle of last year I think), it's quite nice progress. I guess the old terrain system was so outdated that they didn't bother going through Experimental and Preview phases. But honestly, it feels like they are rebuilding the terrain system from scratch, bit by bit.
@@mikeluna2026 i wasnt aware the team was created so recently, everything makes more sense now. maybe the old system was put togheter so quickly (wouldnt surprise me lol) that they had to rebuild everything from scratch to have a solid foundation to move foward as you said. in that case tho why show us anything at all so early? did EA accidently show up at a unity meeting or something? lmao. still looking foward to what they'll add in the future, i just hope they take feedbacks from the forum, Q&A they did, after presentation questions and even in the comments of this video there are quite a few nice suggestions.
CTS offers the ability to create holes in the terrain (just the texture not the collider) and you can use triggers to disable the collider when a player enters a cave/well/etc.
Making terrains in Unity's editor still looks like utter trash and a risk of RSI, but the API improvements, per-pixel normals and move to GPU computations are very welcome. Handy tip. Make huge realistic, parametric terrains in Houdini, use the Houdini-Unity engine and HDA-processors to build terrain patches on the fly and SECTR to load it asynchronously.
@@Genebriss Houdini Indie is $269 for a year on steam. Modo Indie is similar, Unity free. The barriers aren't that high for some seriously powerful tools.
Currently I use microsplat and for brushes terrain former makes even these terrain brushes look like child's play. Really though this terrain system is a bit too outdated nowadays and is more for prototyping as its performance is really slow that I just revert to using normal meshes made in an external program. These days voxel terrain is the way to go and you can make far more complex and interesting shapes and valleys, caves/holes with it and it's far more efficient if optimized correctly especially since you get to control where you add or remove geometry density which isn't possible with the current terrain system. I would like performance gains with the current terrain to rival that of using static meshes made in an external program-that might not be possible but it's a good goal to strive for.
All this is really good but I just want a nice blend between the terrain textures based on heightmap. Not this ugly default fade blend. Is that too hard to implement?
@@drunkenhowler22 Thank you for your recomendation, I didn't know that package. But I still think that should be something official. Probably these shader doesn't work for unity 2019
I think there is many tricks that all of them contains constraints like creating only visual holes and changing players rigidbodies as triger just to let them go throught the terrain collider... i think unity should propose a height offset param within the terrain inspector to offer users the possibility to dig between 0 and the Offset.
As far as i know there are some Terrain to Obj Exporters, so you could make a high poly terrain with the unity editor and then export it to for example blender and reduce the vertices of the object to get the low poly look.
Welp, it is sure weird as heck, that brush adds "landmass" by "projecting" it directly and strictly from the top. I would want it to look more like sculpting brush for working from the sides, instead of from the top.
Am I right in thinking most of these settings/features (eg brush settings) are in 2019.2 - I can't see them in 2019.1. Or are there add on packs/assets released as well?
Před 5 lety
yea, i cant see them too in 2019.1 and on the video is 2019.2a07...
It is good that Unity is updating the terrain tools, but there are so many better options for making terrain that I think its more for touching up Terrains made in other software than starting from scratch.
@@Ziplock9000 It's at the end of the video when the screen goes dark, it has the link to GitHub and the environment forum I just typed the address in and dl it
Unity should fire those "Evangelists" and let people who actually implemented these features to present them.. They kinda start to become annoying in their incompetence. "How to" presentations shouldn't be selling pitches, they should be more technical and useful for practice.
Well, the Terrain team is rather new. We didn't see Terrain updates for years before, but updates have started to stream in slowly since they were formed last year. Let's just hope they slowly get the Terrain system up to date (well, the terrain system was so outdated, they have a big challenge up ahead, haha...)
kimoshwaby if you’re referring to the question about « is this scriptable » I think she missed the point of the guy who asked the question. Brushes are scriptable, but you can’t use that api to sculpt procedural terrain
You can use polymorphism, just not interfaces. And that bit is never coming because you can’t serialize an interface. However you can go pretty far with abstract scriptable objects
Ay Ay inspector supports subclasses natively. If I have an array of AbstractBehaviour, I can put BehaviourA and BehaviourB in the array via the inspector
Ay Ay yes you can, but you need an instance of the class. So either an object on the scene (if it’s a monobehaviour you want to reference) or an asset (prefab or scriptable object)
Looks nice, but how come the brush is flickering when modifying the terrain? It doesn't look like it meets the rest of Unity's UX standard. Also please hide the brush from the viewport when selecting the brush from the inspector.
Please just add better support for world machine. No one in their right mind is going to use the native terrain tool for realistic terrains even with these improvements. It looks like trash.
These days every time a presenter is awkward and also female, there will be at least one person in the comments saying something like "who is forcing this political correctness?" It would kinda suck to be a person where any time I had a bad presentation, it risked pissing off and making self-righteous about a third of the people on the internet.
Sure, it also costs hundreds of dollars a year for the indie license, and the free version is only for personal, non-commercial projects. Obviously there are much better tools for creating realistic terrains, but it's still a good thing that the built-in tools are starting to improve.
Support for terrain holes and an update to the slow old grass is a must, looking forward to more changes
i believe holes were added in 2018.3
Couldn't care less about new brushes and editor capabilities. We need better performance for runtime changes, especially grass which is completely ridiculous performance wise in it's current state.
This is really awesome..From last couple of months unity has seriously improved the terrain workflow then previous years.
Kudos to unity for this another nice update.👍👍
Could you do a tutorial on how to create a terrain with these new features?
Sure..
finally some terrain updates!!!
Previous Updates are also really very cool..
i love the new erosion feature the new terrain team is putting work im glad the terrain is getting the attention it deserves
Not sure about you all, but continuing to work with heightmaps for terrain seems the wrong way to go. They won't allow for caves, and I can only see myself using Unity terrain for backdrops or *exclusively* outdoor scenes/levels.
Finally it gets a few steps forward, that's nice. I still see 2 main issues:
One being the old problem with caves and holes inside one terrain (not a new loaded scene for the cave and one for the surface-only terrain).
The other is the stretching of the textures. You can see it in this demo when creating both pathways: The sides look very ugly. She tries to cover up for this but it will only work at great distance and only with certain type of cover-ups, like wet-looking textures for example.
I hope these issues get attention soon as well. As things are now, I am planning my level design rather in planes and lots of (nested) Gameobjects. This also seems better for the pba textures.
You can use triplanar textures with microsplat
Guys, don't reinvent a wheel. Just make a deal with World Creator devs and implement it into engine. That program have everything we need and it's so easy to use with nice interface.
Please support brush resize/rotation/strength and stamp height changes via mouse movement.
These don't seem to be out yet. Are these coming later in 2019.1?
Holes, tessellation and shader graph support / triplanar and I will be happy. To make a good looking terrain in unity you still need to make use of several third-party assets / develop your own systems.
23:30 To the question asked about caves and holes at the end..she said you can do that, no you cannot do that with heightmap based terrain editing; and absolutely not "taverns" lol
Unity and their cringy no idea what im doing here presentators...
You can make a hole and make a cave mesh tho.
If you can make holes (or make a shader that can mask off a piece of terrain) you can then stamp your own geometry in place of an arch or cave or whatever doesn't work with heightmaps)
The part they need to fix, is the colliders for when we make holes, we have to hack it for it to work, to pass through....making cut out mask has been around for ever...so that is easy... So Unity needs to fix the collider issue...that has been the issue for caves and Unity terrain for years..
@@lebaquette No one wants to use a mesh for a cave.
What about transparency? And baked shadows on transparent terrain? And terrain rotation? I need that for Augmented Reality table top applications, but had to write shaders and tweaks to have it working. BTW thanks for great work and improvements, very appreciated!
Good stuff.
so i know unity doesnt make games just the engine but.. it shows alot when they implement new features that arent stricly engine related and especially in the Q&A. spline tool for paths would be awesome if not even mandatory for example as the guy asked. cloning tool for both topology and texture seems like a basic thing the presentator should know.. it reminds me of the shader graph presentation this year the presentator felt like she only played with the tool for a few hours. finally as other have said she completly missunderstood the final question about caves.. and to go back to unity makes an engine not games i dont see alot of these features as being that useful tbh, most of it you could already do with the old tools, the only substantial thing these new things give us is a way to make erosion more easily and i guess more realistic but.. while its cool.. who really cares? it still feels lacking alot and still just as annoying to make uneven paths (spline tool again) and such so idk, not impressed either.
I agree the system isn't there yet, but if you take into account that the Terrain team is rather recent (created sometime during the middle of last year I think), it's quite nice progress. I guess the old terrain system was so outdated that they didn't bother going through Experimental and Preview phases. But honestly, it feels like they are rebuilding the terrain system from scratch, bit by bit.
@@uberRandom-9 Or fire them :D
@@mikeluna2026 i wasnt aware the team was created so recently, everything makes more sense now. maybe the old system was put togheter so quickly (wouldnt surprise me lol) that they had to rebuild everything from scratch to have a solid foundation to move foward as you said. in that case tho why show us anything at all so early? did EA accidently show up at a unity meeting or something? lmao. still looking foward to what they'll add in the future, i just hope they take feedbacks from the forum, Q&A they did, after presentation questions and even in the comments of this video there are quite a few nice suggestions.
Thank you for all these videos guys!
Amazing! I have been waiting for these updates forever but finally it's here! I'm looking forward to the mask by slope/height in 2019.2!
is unity will support holes like Cavern one day ?
23:40
@@ZoidbergForPresident presentator got the question wrong as pointed out by other commenters
CTS offers the ability to create holes in the terrain (just the texture not the collider) and you can use triggers to disable the collider when a player enters a cave/well/etc.
Really helpfull!
Terrain as a package please?
Making terrains in Unity's editor still looks like utter trash and a risk of RSI, but the API improvements, per-pixel normals and move to GPU computations are very welcome. Handy tip. Make huge realistic, parametric terrains in Houdini, use the Houdini-Unity engine and HDA-processors to build terrain patches on the fly and SECTR to load it asynchronously.
*if you can afford Houdini
@@Genebriss Houdini Indie is $269 for a year on steam. Modo Indie is similar, Unity free. The barriers aren't that high for some seriously powerful tools.
They also have the free Apprentice version on their website.
@@jasonmann2902 xD $269 per year?? if you are that serious about terrain modelling, then you don't need advice about which software to choose.
very cool
*Next time use louder speakers instead of screaming* and great updates Unity, keep it up!
Currently I use microsplat and for brushes terrain former makes even these terrain brushes look like child's play. Really though this terrain system is a bit too outdated nowadays and is more for prototyping as its performance is really slow that I just revert to using normal meshes made in an external program. These days voxel terrain is the way to go and you can make far more complex and interesting shapes and valleys, caves/holes with it and it's far more efficient if optimized correctly especially since you get to control where you add or remove geometry density which isn't possible with the current terrain system. I would like performance gains with the current terrain to rival that of using static meshes made in an external program-that might not be possible but it's a good goal to strive for.
All this is really good but I just want a nice blend between the terrain textures based on heightmap. Not this ugly default fade blend. Is that too hard to implement?
I believe theres a free tool called microsplat that might be able to help you there mate
@@drunkenhowler22 Thank you for your recomendation, I didn't know that package. But I still think that should be something official. Probably these shader doesn't work for unity 2019
I think there is many tricks that all of them contains constraints like creating only visual holes and changing players rigidbodies as triger just to let them go throught the terrain collider...
i think unity should propose a height offset param within the terrain inspector to offer users the possibility to dig between 0 and the Offset.
Cool demo!
Finally some improvements!
Very cool. Is it possible to create lowpoly (flat shading) terrain using this?
As far as i know there are some Terrain to Obj Exporters, so you could make a high poly terrain with the unity editor and then export it to for example blender and reduce the vertices of the object to get the low poly look.
The physical erosion brushes 🤯🙄😍
Nice ty :)
Life would have been so much better if this was out last year when i was working with unity terrain for uni
Please make a Slope Mask tutorial.
Welp, it is sure weird as heck, that brush adds "landmass" by "projecting" it directly and strictly from the top. I would want it to look more like sculpting brush for working from the sides, instead of from the top.
Am I right in thinking most of these settings/features (eg brush settings) are in 2019.2 - I can't see them in 2019.1. Or are there add on packs/assets released as well?
yea, i cant see them too in 2019.1 and on the video is 2019.2a07...
I've just downloaded the Alpha - 2019.2.0a14 and still can't find them... think a separate pack is needed atm.
Still no caves... :'(
Not Possible with HeightMap
i am interesting, i will can create hole in my terrain finally?
I think it's on the roadmap
USE BLENDER
It is good that Unity is updating the terrain tools, but there are so many better options for making terrain that I think its more for touching up Terrains made in other software than starting from scratch.
Caves?
Hi I have a question, does this version 2019 in HDRP mode support HDRI Map, I can't find place where Cube Map should be put in ?
How do we get access to these features, currently on 2019.1 official release and these are not available?
addon according to video
@@Ziplock9000 yea found it on GitHub 👌 such good tools
@@Ziplock9000 It's at the end of the video when the screen goes dark, it has the link to GitHub and the environment forum I just typed the address in and dl it
@@Jlewismedia Yup, tried em. Not bad and a surprise really. I thought 2019 was skipping any new advances with terrain.
@@Ziplock9000 yea I was impressed with the erosion tools especially the plateau tool.
you should really learn from gaia.. that is next level in terrain
Unity should fire those "Evangelists" and let people who actually implemented these features to present them.. They kinda start to become annoying in their incompetence. "How to" presentations shouldn't be selling pitches, they should be more technical and useful for practice.
muh diversity and inclusion
it it just me or is that 'erosion brush' just smoothing peaks? doesn't look like erosion to me..
Now let us make holes in the terrain plane.
I not see this tools in unity 2019.1.0f . Where to find them?
Use the package manager window, to install the package. 😊
@@goehlergamedev what is the package name?
@@lemuriecnoname I don't know. I'm chilling on my sofa 😊 Probably something with terrain.
@@lemuriecnoname It's called Terrain Tools.
We need holes!
We need holes!
We need holes!
When will Grass be supported in HDRP?
You already can, you just need to override the grass shader with a hdrp compatible one
@@albarnie1168 Ok cool.... stupid Question but... might you tell me how to do that?
how I get this version of unity ?
Disappointing
I'm curious, what would you have liked to see? (I don't spend much time with the terrain stuff myself)
Well, the Terrain team is rather new. We didn't see Terrain updates for years before, but updates have started to stream in slowly since they were formed last year. Let's just hope they slowly get the Terrain system up to date (well, the terrain system was so outdated, they have a big challenge up ahead, haha...)
Still waiting for Kinematica...
I just tried unity 2019.1, but can't find these features, are they for pro?
no
Is there any way to use those brushes within scripts ?
She said yes at the end.
holes!
Do I understand correctly that all of this is possible at runtime also?
kimoshwaby if you’re referring to the question about « is this scriptable » I think she missed the point of the guy who asked the question. Brushes are scriptable, but you can’t use that api to sculpt procedural terrain
Unity 2019 has new Terrain features? What? I thought that was 2018 and they skipped 2019 entirely!??
great video and improvs on terrain but when painting the terrain with rock texture it just looked like a big turd XD
Do trees support HDRP or LPRP yet?
exist an asset to make tree in hdpr in the asset store, and work
Poly brush Ain't freakin' working in 2018.3 version of unity.
You made it free but at least keep the quality of the product.
Big big sad...
Polymorphism in inspector. NOW!!!
You can use polymorphism, just not interfaces. And that bit is never coming because you can’t serialize an interface. However you can go pretty far with abstract scriptable objects
@@jeangodecoster there exists asset store extensions that allow you to view differebt subclasses in the same context/list/array
Ay Ay inspector supports subclasses natively. If I have an array of AbstractBehaviour, I can put BehaviourA and BehaviourB in the array via the inspector
Then how come I can only see parameters from the master class? Also, why can I add subclasses only through code and not the inspector?
Ay Ay yes you can, but you need an instance of the class. So either an object on the scene (if it’s a monobehaviour you want to reference) or an asset (prefab or scriptable object)
the voice hurts :)
Looks nice, but how come the brush is flickering when modifying the terrain? It doesn't look like it meets the rest of Unity's UX standard. Also please hide the brush from the viewport when selecting the brush from the inspector.
i think its the jitter setting that changes the size of the brush randomly for variation that makes it seem like its flickering
That makes sense why it might be happening, but it still looks unpleasing to the eye.
is this only available in 2019? can be used in previous versions?
Cool, but could you stop screaming please:)
To be fair the venue seems to be really noisy...
Please just add better support for world machine. No one in their right mind is going to use the native terrain tool for realistic terrains even with these improvements. It looks like trash.
Her voice is so annoying!! good info tho.
whos forcing this political corectness? Ive got nothing against but seems like Unity is really pushing/forcing it.
You mean the prevalence of female presenters in a male-dominated industry? :D
@@phobos2077_ yes. Its great but not when its forced. Some of them clearly aren't comfortable with this role.
She might of wanted to do this stop judging you are not God and stop assuming everything is political correctness
These days every time a presenter is awkward and also female, there will be at least one person in the comments saying something like "who is forcing this political correctness?"
It would kinda suck to be a person where any time I had a bad presentation, it risked pissing off and making self-righteous about a third of the people on the internet.
Well it will not even come close to Houdini...
Or you can just learn Houdini. And get infinite amount of terrains with a few minutes of work..
Sure, it also costs hundreds of dollars a year for the indie license, and the free version is only for personal, non-commercial projects. Obviously there are much better tools for creating realistic terrains, but it's still a good thing that the built-in tools are starting to improve.
Bullshit, didn't see anything new
Who else uses cinema 4d to create terrain
2019. No holes. Unity terrain still sucks.
Wake me up, when there's Dark Skin..
No voxel system... meh
Hated unity. It's exceptions as game engine. Love godot and unreal