Yours is one of the few assets I've purchased and never regretted. Thanks for your hard work and I look forward to seeing how this project evolves as you further develop it.
After watching this video, I was in awe. This has to be one of the best assets for generating procedural-generated terrain I have seen. Absolutely brilliant using a node-based system and I can't wait to actually get hands on with this. It was an instant purchase for me and now I'm off to go and watch all the tutorials!
Wow. Great tutorial. This fellow here has the skills to make beautiful terrain and informative tutorial. He also has a funny Slavic accent, which combined with efficient vocabulary (that he has) makes him sound even more professional. Appreciate the video. It's inspiring how good looking environment one can create in such a period of time. Amazing.
@@denispahunov6415 hey man please I downloaded the map magic two I couldn’t find the raw input then realized its now import but don’t know how to operate the import Please could you make a tutorial on the import node?
TNice tutorials was honestly so helpful. I’ve been working around soft, whether it be church, singing in a band, or theatre for most of my life so tNice tutorials
I've rarely been so excited by a tutorial. I'm parsing it bit by bit and the potential is just fascinating:) I'm really glad you made this in depth video - i really want to play with the Biomes, but i thought i should finish this basics outline first so i understand what i'm doing.
Thx so much for your tool, it's wildly underrated you've fixed every flaws of unity terrain (for what 10 years now O_o...) while navigating the crazy hurdles it comes with.
Wow - incredibly powerful AND beautiful:) I love all things terrain generation - thanks for taking the time to share this fascinating video, and great work!
Good lord I sat in awe watching this. This tool is insane. I will have to find the time to watch your videos more closely-- maybe when I don't have to make something for a class.
I haven't bought the asset (yet) but looking at this got me hyped, can't wait to get home and play around with it. I can tell it's going to be a great asset just by looking at the quality of this tutorial vid.
This looks fantastic. I have a few questions. 1) Is it possible to make terrain holes, like for caverns generated beneath the surface? 2) Could building/shop prefabs be added to the map generation so that random functional villages are on the landscape? 3) Is it possible to have streams/rivers and waterfalls generated? 4) Can nav mesh agents navigate the terrain? 5) Do generated terrains take up a lot of disk space, like if a player explores a lot and saves his game? 6) Would it be possible for a player to dig into the terrain to make lakes, hills, trenches, etc? 7) If a player leaves an area or the level, and comes back, will the terrain be the same, or newly generated and different (go into a cave on the beach, and when you return, you are on a mountaintop)? 8) How well do you think this will work with the Oculus Rift? Keep up the great work!
Can't answer everything but I'll help. 1.) Not possible without some scripts. Most tutorials say to add portals or make an entrance such as a door to load a different world (Bethesda approach). Another way around this to have a prefabricated mountain side with a cave system imported from 3ds Max, Maya, etc... don't recommend that, though. 3.) If you have a plane of water rendered at any location above 0 on the Y-Axis (Assuming your terrain is at 0) then every time the terrain is created, dips at that location would result in lakes or rivers. They might look funky with grass textures, but its definitely a start. Waterfalls I am not quite sure. 5.) By Definition, yes. The more loaded, the more the system has to recall places you've previously traveled, say, if you wanted to go back to a town or something. Unless the script were to make it different every time you leave an area and return, the file size should increase. 7.)Depends on how the script is made. Referring to the way Minecraft is structured, if the world is generated by a sort of seed, then areas will always be the same. But if the script activates every time you leave an area, more than likely, it will change. Can't go into specific scripting, for I do not have that knowledge. 8.)Should work great, assuming you have the necessary hardware and Vr Plugins / scripts for Unity. There are a bunch on the asset store.
Actually even easier. You need to have runtime installed and all you have to do is hit VR supported check in the Player Settings/Other Settings and your main camera is now VR camera if unity detects VR plugged into system where it runs. This is more than enough for quick tests and look-arounds as well as camera cut-scenes or ride like animations.
Esti genial , imi place foarte mult cum explici , e chiar interesant tot ceea ce faci , mai posteaza tutoriale , de genul acesta , sunt superbe . Sorry , i'm romanian and i don't know much english :) ,but i like you and your channel .
Man i just buy this asset few weeks ago i must say a great asset and a great time saver for our project. better than world creator. i will recommend to everyone to buy this asset.
This is so awesome. It's the combination of some of my favourite Unity tools. A few questions though. 1)If I understand this right, we can modify pinned terrains as we like, and the rest will be generated at runtime. So how do we make sure that there will be a traversable path in between two pinned terrains? 2)What about navmeshes for NPC's? Can they even be generated at runtime? 3)Is there a way to create some sort of LOD for distant terrains? As things stand now, we'll either have to fully load a adjacent terrain even tho we don't need it, or we'll content with terrain popping. Again congratulations on the awesome work. Keep rocking!
+flanker I'd like to clarify that MM does not generate roads - at least not yet, so the pinned terrains could not be connected with a path. There is no way to ensure that the pinned terrains would be connected - for example, they could be created on a different islands. To avoid this you can use a rude low-res heightmap as a base for your land - this video shows how to use it. MM works with dynamic pathfinding only. Users say that they could make Apex Path to work with MM. I plan to make low-resolution terrains in v1.4
crazy how little progress has been made in this subject other than programs like Houdini which isn't free and is still very complex to use. This program was/is ahead it's time.
+Denis Pahunov yes I know! I only got unity a week ago. I hope the store will have a sale soon again.
7 ปีที่แล้ว +3
Thanks for your tutorial. Denis, is there any way to put wind on those trees? Grass is moving allright but trees are static. I´m trying it by using a windzone but I failed.
Thank you for putting the index into your video description. You can just write the timestamps though rather than having to do links to each part. eg. 1:17 for the short description
This is an amasingly awsome tutorial its easy to understand and realy detaild, i have never used unity but im staring to and i can still understan all that you say thanks
I have to admit: this is quite amazing! Every time I thought "Well this looks quite ok to me now", you did yet another step. The fact that your tool can generate the terrains at runtime as needed is impressive as well. Very nice job! Have you considered joining the Unity team? It would be great to see your tool become part of the Unity tool suite!
Okay been following your tutorial, however even though this is a great asset, you changed many of your tools and updated them, could you please upload another video because some of the things you show either don't exist anymore or don't function as shown in the video such as th-cam.com/video/BxqaYrRII5A/w-d-xo.html, this does not function anymore as you explained it rather frustrating to me to follow exactly what you do and either do not have the choices or it doesn't function correctly
+Denis Pahunov I am loving what I am seeing! This raised a couple of questions tho! I can not find the terms of service of this product anywhere (at least before pressing the purchase button)? I need to know all the terms of the product before I would consider buying, I hope you understand! (Including but not limited to terms about commercial use, and so on and so forth.) I did not see you altering the terrain height manually using the manual terrain painting tools during this demo, I am assuming that manual editing using the standard unity terrain tools is still working, but you just didn't include it? I am also assuming that manually painting on "detail meshes" works as usual? Also as you did not place/have any working colliders, do colliders work normally if set to the object prefabs? Thank you for your time in advance!
+JeiDoll You can modify terrain using standard tools. But then you'll have to "pin" those terrains. If you don't your changes will be overwritten. If it's in the prefab, colliders work as usual. There is a demo version you can try. It basically have all the functionality except you can't save. Oh, and it's v1.1(no shore generator)
+flanker Yup saw the pinning terrains , still interested to know what are the terms of use, even before downloading the demo version, and specially in regards of commercial use. Watched the entire tutorial before commenting about anything to make sure I wouldn't post doubles or already answered questions, then also went trough all the media outlets (Unity forums, his website, asset store etc), and it was just slightly odd to me that Terms of Service didn't really seem to be a thing. XD Specially since he is selling the product for 55$ I would hate to find myself loving a tool and then not being able to use it in any actual projects I am working on, legal matters are the worst, but I guess necessary evil. Was suspecting as much with the colliders & prefabs, was just weird to me that it never really got mentioned, but I guess he mainly focused strictly on visuals during the entire demo, which is understandable. :)
JeiDoll Guess he just didn't have time for the legalities yet. This is without a doubt, one of the best assets i've seen on the unity store. But there are still some major issues. I'll hold onto my money until they are fixed :) The chief amongst them is, the inability to create road networks without pinning all the terrain in between. Then there is the question of LODs. I don't want players to see terrain popping if they are coming from a high altitude. There are probably ways to fix this one, but I'd like to know beforehand.
flanker Yes for sure, but at the same time I think as a terrain creator asset tool alone, even when creating just a singular terrain map, this is still a very powerful tool, and the video did an amazing job really going trough all of the features. :D My perfectionist enjoyed all the logic and control that the different modifiers and the different outcomes depending on the hierarchy etc. Also just how far only a few models can be stretched using this system... Imagine when with 1 stone he made that, when there is 5 different types of stones. Just ah, in general everything just really looks and seems good here, I just want to see the legal things in daylight, but I'm really having hard time holding myself back from this already. XD
+JeiDoll All of the Unity Assets are distributed under the Asset Store EULA (unless it's directly stated in asset's description): unity3d.com/ru/legal/as_terms, see Appendix 1.
Not really related to this video but ive seen "tutorials" that are actually timelapses, without even posting a link to the addon in the description or comments So the comment section is like this "Hey, post the link" "How can i follow this tutorial/timelapse thing if i dont have the addon featured in the video"
You have to update a new video for the new version. This video is for the previous one and some things have changed. You should pay attention to the educational support.
What makes you think that there are no tutorials for MapMagic 2? th-cam.com/play/PL8fjbXLqBxvbsJ56kskwA2tWziQx3G05m.html This one is still available at the asset store (mainly for voxeland compatibility), so the video is still relevant, and not removed from youtube.
@@denispahunov6415 Thank you. That helped a lot, the only problem I’ve got now is that the island mountains have got a big flat part on top, I’ve adjusted the height and a few other settings to fix it but I haven’t figured it out. Any ideas?
You can still find bias in Legacy -> Noise (1.7) generator, and since 1.8 you can use a separate bias generator to process any map (not only noise): gitlab.com/denispahunov/mapmagic/wikis/map_generators/intensity_bias
Im having trouble placing stones in the manner in which you've described. When I attach Stone01loded to the Objects Output, the stone prefabs are dispersed throughout the terrain, but they do not render. Its as though i've attached an empty object. The child of Stone01loded is not named but has the mesh and mesh rendered as well as the stone shader. I cant figure out why I cant see the stones. Any ideas? I've just purchased Mapmagic so its possible there was a mistake in the most recent update? or perhaps you've done something that I've not seen in the tutorial?
Really nice Work! such a good Tutorial!!! at the and it was a bit too fast. But all in all nice work!!! :D but i got a Question: How you got the Lens flair effect or how you made the sunbeams visible? and how i get the Shadows of the trees?
+Christopher Lauber Thanks! Sunbeam effect is just a standard Unity Sun Shafts effect. They are really ok when the light source is in camera frustum. Oh, and there are slightly visible sun shafts at the skybox, but they do not play a big role in a whole picture. I had no problem with trees casting shadows, but I'm using the tree models (just a simple prefab assigned as a tree). They are casting shadows by default.
Hi, thanks for the tuto, helped me a lot with Map Magic. But I still have a question: How can I change a portion of the map (flattern large zone) ? I've disabled the trees on the square I want to edit, add a new ground texture for showing me where I need to flatern, but when it's done and I remove the texture...map magic undo all what I've done for recreate procedural generation... Do you know how I can do this ? Thanks anyway =)
Great tutorial, thanks for the effort. I like the procedural approach and the amazing details and variety filled landscape your asset creates. I love that you can add villages or maybe even a city? How about procedurally generated roads to connect the villages?
procedural roads are yet not supported, but still you can create villages. See this post for details: forum.unity3d.com/threads/map-magic-world-generator-a-node-based-procedural-and-infinite-game-map-tool.390920/page-19#post-2845832
Thanks Denis, I'm looking forward to such a feature in the future. :-) Edit: Do you think a procedural river and lake tool could be integrated some time in the future? Roads/paths, rivers and lakes are essential parts of landscapes.
Hello, Denis and Congratulation for this really great job onto this generator. I got few question onto this one before purchasing it: 1_Do we can use MapMagic in cunjunction with SpeedTree items ? 2_Do you plan to add a Spline (Curve) tool that can help us create roads elevation / carving into your Heightmap ? 3_Do you you know about World Machine (Terragen User will knew that soft) and how you can compare it in terms of node based possibility ? I know that the application area is not the same, but i just want to have your advice. 4_Can we Output the Heightmap result of a Terrain Graph to be modified as a 16 Bit GreyScale image with a specific resolution ? Thanks in advance and congratz !
Thanks, 1. You can use MapMagic's Object Output with any prefab - SpeedTree items, static models, animated models, lights, particles or other effects and even NPCs. 2. I have such a plans, but I don't even know when I'll start to implement this feature. I've got to make two epics first: biomes support and Voxeland integration. 3. I've worked with World Machine a lot when I used to be 3d artist and level designer. It's definitely a great tool and used to be almost the only one those days. But I had no aim to re-create the World Machine in Unity. If I liked the way WM worked in some aspects I tried to implement something similar. But it's definitely not a clone - although the node types look more or less familiar only few generators (like slope) have the same parameters. 4. Not directly. But you can create a terrain with MM and then do whatever you like with it - including heightmap export.
Props for the effort it must have taken not only to build the tool but the additional support you have given.
You're welcome! )))
This is the most detailed tutorial about a product I've ever seen. I like the way you explained your asset. Good job Denis.
+John Allushi Thanks, glad you are enjoying this tutorial!
Yours is one of the few assets I've purchased and never regretted. Thanks for your hard work and I look forward to seeing how this project evolves as you further develop it.
Over the years I have watched hundreds of tutorials on dozens of subjects, and this is among the best of them. Great work! I look forward to many more
I've never wanted an asset more ever in my life.
I'm buying this because you put so much effort in it, including aesthetics in the work flow like portals. Thank you so much.
This hands down was the best ever purchase I made on the unity asset store and I rarely purchase assets for game-dev!
I can't believe literally no one is talking about how satisfying Nice tutorials voice softs.
After watching this video, I was in awe. This has to be one of the best assets for generating procedural-generated terrain I have seen. Absolutely brilliant using a node-based system and I can't wait to actually get hands on with this. It was an instant purchase for me and now I'm off to go and watch all the tutorials!
Wow. Great tutorial. This fellow here has the skills to make beautiful terrain and informative tutorial. He also has a funny Slavic accent, which combined with efficient vocabulary (that he has) makes him sound even more professional. Appreciate the video. It's inspiring how good looking environment one can create in such a period of time. Amazing.
Thanks so much! Speaking of accent - I never thought it's so strong until I tried to record my voice. Got to do something with it.
Denis Pahunov Nah, sounds good, just takes a few minutes to get used to it. Great work!
Your accent is easy on the ears. No need to change it. :)
@@denispahunov6415 hey man please I downloaded the map magic two
I couldn’t find the raw input then realized its now import but don’t know how to operate the import
Please could you make a tutorial on the import node?
@@hillaryobatavwe3792 have you tried looking in documentation for instructions?
With your videos my learning curve will shrink drastically. Thank you.
TNice tutorials was honestly so helpful. I’ve been working around soft, whether it be church, singing in a band, or theatre for most of my life so tNice tutorials
I've rarely been so excited by a tutorial. I'm parsing it bit by bit and the potential is just fascinating:) I'm really glad you made this in depth video - i really want to play with the Biomes, but i thought i should finish this basics outline first so i understand what i'm doing.
Gotta say this is an amazing tutorial just about the best I've ever seen for an asset store item !!
You've actually got so quality stuff on your channel. Keep that up man!
Quick Tip: if you dont want to use Raw Node you can invert a Cone and substract it from noise to generate non uniformed shaped islands :)
It's 1:03 and I'm :O ...!!!! like WOOOOW... can't wait to have watched it all...Thanks so much, incredible work
year for all of us, for so- it's still ongoing. i respect you for being honest as that's what's been keeping a bit sane recently, just being
by any ans, but I can make what I envision, and that's the greatest gift to . You are, without a doubt, an expert teacher. You may
Can't say how much I like this video, amazing!
I paused as you went along and did the steps myself and that helped a TON.
Thx so much for your tool, it's wildly underrated you've fixed every flaws of unity terrain (for what 10 years now O_o...) while navigating the crazy hurdles it comes with.
I'm gathering tools to begin my first 3D game. This is on the top of my list. This is amazing.
Wow - incredibly powerful AND beautiful:) I love all things terrain generation - thanks for taking the time to share this fascinating video, and great work!
Epic! Can't wait for the next version. I use this plugin daily and it's brilliant!
+Jay Weston I'm really glad that you are enjoining MM. Hope that 1.2 will be available next week.
Thank you so much for your tutorials It went from 'nice tutoet science' to simple logic! You have a new subscriber
Good lord I sat in awe watching this. This tool is insane. I will have to find the time to watch your videos more closely-- maybe when I don't have to make something for a class.
The comnt section is very positive and downright encouraging! Love it!
Денис, спасибо большое за ассет, очень много проделанной работы с твоей стороны, это просто великолепно. Лайк и подписка!
I haven't bought the asset (yet) but looking at this got me hyped, can't wait to get home and play around with it. I can tell it's going to be a great asset just by looking at the quality of this tutorial vid.
I can't thank you enough... hands down the best video for beginnners
This looks fantastic. I have a few questions.
1) Is it possible to make terrain holes, like for caverns generated beneath the surface?
2) Could building/shop prefabs be added to the map generation so that random functional villages are on the landscape?
3) Is it possible to have streams/rivers and waterfalls generated?
4) Can nav mesh agents navigate the terrain?
5) Do generated terrains take up a lot of disk space, like if a player explores a lot and saves his game?
6) Would it be possible for a player to dig into the terrain to make lakes, hills, trenches, etc?
7) If a player leaves an area or the level, and comes back, will the terrain be the same, or newly generated and different (go into a cave on the beach, and when you return, you are on a mountaintop)?
8) How well do you think this will work with the Oculus Rift?
Keep up the great work!
Can't answer everything but I'll help.
1.) Not possible without some scripts. Most tutorials say to add portals or make an entrance such as a door to load a different world (Bethesda approach). Another way around this to have a prefabricated mountain side with a cave system imported from 3ds Max, Maya, etc... don't recommend that, though.
3.) If you have a plane of water rendered at any location above 0 on the Y-Axis (Assuming your terrain is at 0) then every time the terrain is created, dips at that location would result in lakes or rivers. They might look funky with grass textures, but its definitely a start. Waterfalls I am not quite sure.
5.) By Definition, yes. The more loaded, the more the system has to recall places you've previously traveled, say, if you wanted to go back to a town or something. Unless the script were to make it different every time you leave an area and return, the file size should increase.
7.)Depends on how the script is made. Referring to the way Minecraft is structured, if the world is generated by a sort of seed, then areas will always be the same. But if the script activates every time you leave an area, more than likely, it will change. Can't go into specific scripting, for I do not have that knowledge.
8.)Should work great, assuming you have the necessary hardware and Vr Plugins / scripts for Unity. There are a bunch on the asset store.
thanks for the info!
Actually even easier. You need to have runtime installed and all you have to do is hit VR supported check in the Player Settings/Other Settings and your main camera is now VR camera if unity detects VR plugged into system where it runs. This is more than enough for quick tests and look-arounds as well as camera cut-scenes or ride like animations.
Superb tutorial! Thank you so much for taking your time to do this. Regards a total nublet in Unity.
Wow, I am very impressed. You are the Bob Ross v2.0!
You have done some absolutely amazing work!
jesus christ this plugin is amazing. i mean sure it looks great, but the editing is supreme
thanks!
This is really cool. really nifty asset Denis!
weird seeing u here
Esti genial , imi place foarte mult cum explici , e chiar interesant tot ceea ce faci , mai posteaza tutoriale , de genul acesta , sunt superbe .
Sorry , i'm romanian and i don't know much english :) ,but i like you and your channel .
+Yamato Cata
Thanks!
Man i just buy this asset few weeks ago i must say a great asset and a great time saver for our project. better than world creator.
i will recommend to everyone to buy this asset.
Thanks! Very pleased that you are enjoying MM!
very good tutorial . very clean . i am happy you didn't start digging deep into any specific feature - sotNice tutorialng that happens to too many
Денис, очень круто, спасибо. Будем учить
Thank you very much man, seriously you helped a lot i started from 0 to 10.
Amazing product. I can't wait to buy this tool. I am going to get it for my future games.
TNice tutorials tutorial was so easy to understand. Thank you so much!
This is so awesome. It's the combination of some of my favourite Unity tools. A few questions though.
1)If I understand this right, we can modify pinned terrains as we like, and the rest will be generated at runtime. So how do we make sure that there will be a traversable path in between two pinned terrains?
2)What about navmeshes for NPC's? Can they even be generated at runtime?
3)Is there a way to create some sort of LOD for distant terrains? As things stand now, we'll either have to fully load a adjacent terrain even tho we don't need it, or we'll content with terrain popping.
Again congratulations on the awesome work. Keep rocking!
+flanker I'd like to clarify that MM does not generate roads - at least not yet, so the pinned terrains could not be connected with a path. There is no way to ensure that the pinned terrains would be connected - for example, they could be created on a different islands. To avoid this you can use a rude low-res heightmap as a base for your land - this video shows how to use it.
MM works with dynamic pathfinding only. Users say that they could make Apex Path to work with MM.
I plan to make low-resolution terrains in v1.4
Thanks Denis. Really impressive work.
cant believe this is 7 years ago..
crazy how little progress has been made in this subject other than programs like Houdini which isn't free and is still very complex to use.
This program was/is ahead it's time.
8 years now and i am watching full
my name is also dennis, so intro had me turn my head for a second.
very impressive presentation. It's very concise and well structured. I really hope to buy this one day for some work.
Thanks! Pity you've missed the sales
+Denis Pahunov yes I know! I only got unity a week ago. I hope the store will have a sale soon again.
Thanks for your tutorial. Denis, is there any way to put wind on those trees? Grass is moving allright but trees are static. I´m trying it by using a windzone but I failed.
this is actually insane
Still helping after 2 years
If it is intriguing to you, you won't be forgetting it easily
Pretty cool. Love to see landscape generation!
wow you did a great job by your self it looks like a very realistic map
thanks!
Thank you for putting the index into your video description. You can just write the timestamps though rather than having to do links to each part. eg. 1:17 for the short description
Thanks, didn't know that
Thanks for updating the description, now it doesn't have to reload the page every time you click a timestamp :)
Very impressive work you've done, thanks for sharing.
*****
No but i'm interested in the technology still.
Нет слов! Офигенно! Я не знаю, где использовать этот плагин в данный момент, но чую, что ради этого начну пилить отдельную игруху ).
badass. looking forward to diving into this tomorrow
I'm a beginner ..& really liked this ..Thanks buddy ..Amazing ..much appreciated
Every Producer, DJ, soft Maker and writer will love tNice tutorials feature. Please encourage soft-soft to make tNice tutorials happen. Fingers
This is an amasingly awsome tutorial its easy to understand and realy detaild, i have never used unity but im staring to and i can still understan all that you say thanks
Thanks, I've tried to be detailed - and that's why it's so long :)
Great Tutorial mate!! Clear and explanatory!
does a map this size need anything like world streamer or does Map Magic do the whole thing, also, does MM work in unity 2018.3. Mega tutorial :)
You explain it so well , loved tNice tutorials tutorial.
i didnt expect it to work wow thank you so much bro
TNice tutorials was a very informative video. You made soft soft soft one hundred tis easier! Thanks alot
I have to admit: this is quite amazing! Every time I thought "Well this looks quite ok to me now", you did yet another step. The fact that your tool can generate the terrains at runtime as needed is impressive as well. Very nice job! Have you considered joining the Unity team? It would be great to see your tool become part of the Unity tool suite!
Alan Darkworld yes it would I don’t want to spend 70 dollars lol
You took the words right outta my mouth.
Great tutorial! Super easy to understand!
Thank you for the tutorial, Bane. (You have a cool voice)
I have just watched 9hrs tutorial so 1hr wont be bad Lol
lol
really really good, looking foward to buying this
Okay been following your tutorial, however even though this is a great asset, you changed many of your tools and updated them, could you please upload another video because some of the things you show either don't exist anymore or don't function as shown in the video such as th-cam.com/video/BxqaYrRII5A/w-d-xo.html, this does not function anymore as you explained it
rather frustrating to me to follow exactly what you do and either do not have the choices or it doesn't function correctly
The best way to build terrain is wonderful work
Have to say, good video and good guy aswell!
found actually helpful for people started from scratch
+Denis Pahunov
I am loving what I am seeing! This raised a couple of questions tho!
I can not find the terms of service of this product anywhere (at least before pressing the purchase button)?
I need to know all the terms of the product before I would consider buying, I hope you understand!
(Including but not limited to terms about commercial use, and so on and so forth.)
I did not see you altering the terrain height manually using the manual terrain painting tools during this demo, I am assuming that manual editing using the standard unity terrain tools is still working, but you just didn't include it?
I am also assuming that manually painting on "detail meshes" works as usual?
Also as you did not place/have any working colliders, do colliders work normally if set to the object prefabs?
Thank you for your time in advance!
+JeiDoll You can modify terrain using standard tools. But then you'll have to "pin" those terrains. If you don't your changes will be overwritten.
If it's in the prefab, colliders work as usual.
There is a demo version you can try. It basically have all the functionality except you can't save. Oh, and it's v1.1(no shore generator)
+flanker
Yup saw the pinning terrains , still interested to know what are the terms of use, even before downloading the demo version, and specially in regards of commercial use.
Watched the entire tutorial before commenting about anything to make sure I wouldn't post doubles or already answered questions, then also went trough all the media outlets (Unity forums, his website, asset store etc), and it was just slightly odd to me that Terms of Service didn't really seem to be a thing. XD
Specially since he is selling the product for 55$
I would hate to find myself loving a tool and then not being able to use it in any actual projects I am working on, legal matters are the worst, but I guess necessary evil.
Was suspecting as much with the colliders & prefabs, was just weird to me that it never really got mentioned, but I guess he mainly focused strictly on visuals during the entire demo, which is understandable. :)
JeiDoll Guess he just didn't have time for the legalities yet.
This is without a doubt, one of the best assets i've seen on the unity store. But there are still some major issues. I'll hold onto my money until they are fixed :)
The chief amongst them is, the inability to create road networks without pinning all the terrain in between.
Then there is the question of LODs. I don't want players to see terrain popping if they are coming from a high altitude. There are probably ways to fix this one, but I'd like to know beforehand.
flanker
Yes for sure, but at the same time I think as a terrain creator asset tool alone, even when creating just a singular terrain map, this is still a very powerful tool, and the video did an amazing job really going trough all of the features. :D
My perfectionist enjoyed all the logic and control that the different modifiers and the different outcomes depending on the hierarchy etc.
Also just how far only a few models can be stretched using this system... Imagine when with 1 stone he made that, when there is 5 different types of stones.
Just ah, in general everything just really looks and seems good here, I just want to see the legal things in daylight, but I'm really having hard time holding myself back from this already. XD
+JeiDoll All of the Unity Assets are distributed under the Asset Store EULA (unless it's directly stated in asset's description): unity3d.com/ru/legal/as_terms, see Appendix 1.
AMAZING!!! Im going to buy this right away!
Not really related to this video but ive seen "tutorials" that are actually timelapses, without even posting a link to the addon in the description or comments
So the comment section is like this
"Hey, post the link"
"How can i follow this tutorial/timelapse thing if i dont have the addon featured in the video"
TNice tutorials is going in my helpful tutorials playlist.
This looks amazing.
vengo de otros lados, pero aqui me quedo! muy buen trabajo! me encanto! GOOD JOB :D
You have to update a new video for the new version. This video is for the previous one and some things have changed. You should pay attention to the educational support.
What makes you think that there are no tutorials for MapMagic 2?
th-cam.com/play/PL8fjbXLqBxvbsJ56kskwA2tWziQx3G05m.html
This one is still available at the asset store (mainly for voxeland compatibility), so the video is still relevant, and not removed from youtube.
@@denispahunov6415 How do you use the raw input in map magic 2?
@@jaydami1887, try looking into Import node documentation:
gitlab.com/denispahunov/mapmagic/-/wikis/MatrixGenerators/Import
@@denispahunov6415 Thank you. That helped a lot, the only problem I’ve got now is that the island mountains have got a big flat part on top, I’ve adjusted the height and a few other settings to fix it but I haven’t figured it out. Any ideas?
@@jaydami1887 Probably your map values are exceeding 1. Reduce the height by lowering intensity value in generators (not maximum height value).
Hi Denis, between Gaia, terrain composer and Map Magic whats the difference? and how many polys was created in this example?
At 32:20 , he is setting the Bias to 0.5 , but in the newer version of Mapmagic, the Bias no longer exists... How to get the same effect?
You can still find bias in Legacy -> Noise (1.7) generator, and since 1.8 you can use a separate bias generator to process any map (not only noise): gitlab.com/denispahunov/mapmagic/wikis/map_generators/intensity_bias
tNice tutorials is detailed, its amazin thanks man!
BREATHTAKING WORK CONGRATS
Can you add subtitles? even the automated youtube ones would be good?
This looks excellent!
+Denis Pahunov Can we download the final project?
It is included with MMWG full version, the scene named IslandTutorial
Sweet thanks.
How would this workflow change if you had a specific base map design you wanted as a Unity terrain?
can you make wind and moving water streams and waterfalls?
Im having trouble placing stones in the manner in which you've described. When I attach Stone01loded to the Objects Output, the stone prefabs are dispersed throughout the terrain, but they do not render. Its as though i've attached an empty object. The child of Stone01loded is not named but has the mesh and mesh rendered as well as the stone shader. I cant figure out why I cant see the stones. Any ideas? I've just purchased Mapmagic so its possible there was a mistake in the most recent update? or perhaps you've done something that I've not seen in the tutorial?
Really nice Work! such a good Tutorial!!! at the and it was a bit too fast. But all in all nice work!!! :D
but i got a Question: How you got the Lens flair effect or how you made the sunbeams visible? and how i get the Shadows of the trees?
+Christopher Lauber Thanks! Sunbeam effect is just a standard Unity Sun Shafts effect. They are really ok when the light source is in camera frustum. Oh, and there are slightly visible sun shafts at the skybox, but they do not play a big role in a whole picture.
I had no problem with trees casting shadows, but I'm using the tree models (just a simple prefab assigned as a tree). They are casting shadows by default.
Hi, thanks for the tuto, helped me a lot with Map Magic. But I still have a question: How can I change a portion of the map (flattern large zone) ? I've disabled the trees on the square I want to edit, add a new ground texture for showing me where I need to flatern, but when it's done and I remove the texture...map magic undo all what I've done for recreate procedural generation...
Do you know how I can do this ? Thanks anyway =)
Are you trying to edit terrain manually, using the standard Unity tools? In this case you need to lock terrain using "Lock" button.
can you make this world as playable demo .just like unity Adam demo hosted in google drive
Great tutorial, thanks for the effort. I like the procedural approach and the amazing details and variety filled landscape your asset creates. I love that you can add villages or maybe even a city?
How about procedurally generated roads to connect the villages?
procedural roads are yet not supported, but still you can create villages. See this post for details:
forum.unity3d.com/threads/map-magic-world-generator-a-node-based-procedural-and-infinite-game-map-tool.390920/page-19#post-2845832
Thanks Denis, I'm looking forward to such a feature in the future. :-)
Edit: Do you think a procedural river and lake tool could be integrated some time in the future?
Roads/paths, rivers and lakes are essential parts of landscapes.
Hey! Where did you get the Town models from?
He used the blacksmith Environment www.assetstore.unity3d.com/en/#!/content/39948
Hope this helped!
Awesome, thanks so much!
Hello, Denis and Congratulation for this really great job onto this generator. I got few question onto this one before purchasing it:
1_Do we can use MapMagic in cunjunction with SpeedTree items ?
2_Do you plan to add a Spline (Curve) tool that can help us create roads elevation / carving into your Heightmap ?
3_Do you you know about World Machine (Terragen User will knew that soft) and how you can compare it in terms of node based possibility ? I know that the application area is not the same, but i just want to have your advice.
4_Can we Output the Heightmap result of a Terrain Graph to be modified as a 16 Bit GreyScale image with a specific resolution ?
Thanks in advance and congratz !
Thanks,
1. You can use MapMagic's Object Output with any prefab - SpeedTree items, static models, animated models, lights, particles or other effects and even NPCs.
2. I have such a plans, but I don't even know when I'll start to implement this feature. I've got to make two epics first: biomes support and Voxeland integration.
3. I've worked with World Machine a lot when I used to be 3d artist and level designer. It's definitely a great tool and used to be almost the only one those days. But I had no aim to re-create the World Machine in Unity. If I liked the way WM worked in some aspects I tried to implement something similar. But it's definitely not a clone - although the node types look more or less familiar only few generators (like slope) have the same parameters.
4. Not directly. But you can create a terrain with MM and then do whatever you like with it - including heightmap export.