Sorry for general questions but hope it can help some others as well I really like how this community is helpful to eachother.ġ). and I have a very fast CPU/GPU.Ĥ) Clouds: Not TC at all but quite terrain related Any of you have experience with Nuaj' or Silverlining Skies or maybe smth else? Are they very hard on performance? Being a tree addict I really need to consider anything else that is a potential performance drain. How do you handle these large terrains? I cannot even begin to comprehend performance hit if I were to actually place trees in the low res areas as well. Especially when plane is circling on border areas. It works fine but I cannot figure out how to actually use it when my plane passes to lower res areas. This technigue is explained in earlier posts (page 15 or so). I made high res terrains surrounded by lower res bigger terrains surrounded by even lower res very big terrains. And in same line of thought: Any of you know of a way to only render/load colliders close to the player - a collider LOD so to speak, Don't really need colliders before you hit them with something anyway Not technically a TC question I know but must be of interest to most of you terrain buffsģ) In the same category - performance: Nathaniel, are you getting anywhere with your terrain streaming asset? I was wondering if best way was to skip terrain trees entirely and set up custom trees with tree LOD groups. So question is: How do you guys handle this problem? I suppose many of you create huge terrains. 50000 complex trees will be a performance hit no matter what. But still there will be performance to think about. I know of the 32-bit editor collider cap. Not mesh colliders but more than just the trunk. I need a lot in my game - let's call it a flight sim o some kind. Just a minor hassle though.Ģ) TREES!! I love them. That way I don't have to compress the curve to sometimes quite close values. BUT question is: Is there an easy way to reset the heightmap so the values go fro 0 to 1 like it is "supposed to be". I can then set my curves somewhere between these numbers. Often my WC generated terrain the height goes from lets say 0,3 lowest point to 0,6 highest point. I have a few different questions that might interest others as well.ġ) A technical one about TC: I often use a height filter/mask for splat, trees, objects. Long time user of all three and I'm loving it - getting better at it every day First time I write here but think I I read every single post several times Hi Nat, Tom and all you happy TC,WC and RTP users. If you need more help I give Skype screenshares my account is Nathaniel.Doldersum If you want a new fresh TC project, you need to go to TC Menu -> File -> New. And that terraincomposer remembers the layers and settings, yes if you delete the terrains the layers and TC project will still be intact, which is a very good thing. So the filter chooses your type of stone, you should leave the strength at 1, as it multplies with the input, so it's a correct naming, and you want it random and not always the same, so then you select input on 'Random' instead of 'Always'.Īs for the needles, it is proberly zooming out all the way you did in the heightmap filter or random input. The 7 and 8 is an example where I explain how the filter/mask get it's input to output. You just need to understand how filters and masks (subfilters) work. TerrainComposer 1.39 is stable and used by many people. TerrainComposer tutorial about filters, masks and curves, this video will explain what you run into. I put plenty of short tutorials video's out there to get a good basic understanding of TerrainComposer, without needing many days to figur it out on your own.There's tutorial video's at, will save you a lot of time:
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