Well this didn't age well, I am about to buy the big one collection, is the amount of tessellated materials limited to the same amount of layers as the terrain allows?
Jason Booth, Just want to say this Microsplat system is very impressive. You're highly underrated. I hope you meet your goals! I have a few questions as well, A) is "terrain blending" module compatible with Vegetation Studios? B) could this tesselation make for a more bumpy/difficult terrain for players? Or is more for visual effects? Thanks!
A) Yes B) It's visual only- you could write your own system to simulate the tessellation for your gameplay, but that tends to be pretty game play dependent of an implementation.
Hi! I saw you had a really nice solution in MegaSplat for integrating physics with tesselation. Is this script also available in the MicroSplat Tessellation module?
No - that solution was somewhat of an experiment - there really isn't a 'just works, always' type solution for integration of tessellated displacement and physics, since any solution is only going to work for certain cases. If you turn on per-texture offset and automatically generate the ideal offset, it will help keep the average displacement at the physics surface though.
Thanks for answering. Yeah, physics seems like a really big hinderance with tessellated terrain, otherwise it could be used as a great LOD-complement for very large terrains. I did like the idea you experimented with in that video though, and I know they use similar techniques in Star Citizen. Might not be perfect, but at least gives an improvement. Your other solution sounds interesting too, will have to look into that, thanks for the suggestion.
Hi, sorry if this is explained somewhere, but will this work with Terrain composer 2? Since TC2 uses splat maps to paint terrain and such, how exactly will i have to set this up in order to make it work?
Haven't done it myself, but many people use it with TC2 - the MicroSplat system uses the standard Unity terrain data, only the actual textures are different (they are custom packed into texture arrays).
this man is genius
How much is this addon going to cost? Also great job on this, beyond amazing.
Tessellation and Parallax will be $10
Thank you, I'm already excited to buy it, it looks so good to use!
Well this didn't age well, I am about to buy the big one collection, is the amount of tessellated materials limited to the same amount of layers as the terrain allows?
Is this performant and does it subdivide mesh for much more detail and does it work with default terrain LOD?
How do i "get started"????!?!?!?!?!?
Read the docs
nm, found it :)
@@slipster216 sorry for the confusion, just googled the docs instead of fiddling thru them. Bought the bundle, amazing work!
Jason Booth,
Just want to say this Microsplat system is very impressive. You're highly underrated. I hope you meet your goals!
I have a few questions as well,
A) is "terrain blending" module compatible with Vegetation Studios?
B) could this tesselation make for a more bumpy/difficult terrain for players? Or is more for visual effects?
Thanks!
A) Yes
B) It's visual only- you could write your own system to simulate the tessellation for your gameplay, but that tends to be pretty game play dependent of an implementation.
@@slipster216 Awesome! Thank you
Hi! I saw you had a really nice solution in MegaSplat for integrating physics with tesselation. Is this script also available in the MicroSplat Tessellation module?
No - that solution was somewhat of an experiment - there really isn't a 'just works, always' type solution for integration of tessellated displacement and physics, since any solution is only going to work for certain cases. If you turn on per-texture offset and automatically generate the ideal offset, it will help keep the average displacement at the physics surface though.
Thanks for answering. Yeah, physics seems like a really big hinderance with tessellated terrain, otherwise it could be used as a great LOD-complement for very large terrains. I did like the idea you experimented with in that video though, and I know they use similar techniques in Star Citizen. Might not be perfect, but at least gives an improvement. Your other solution sounds interesting too, will have to look into that, thanks for the suggestion.
Hi, sorry if this is explained somewhere, but will this work with Terrain composer 2? Since TC2 uses splat maps to paint terrain and such, how exactly will i have to set this up in order to make it work?
Haven't done it myself, but many people use it with TC2 - the MicroSplat system uses the standard Unity terrain data, only the actual textures are different (they are custom packed into texture arrays).
Thanks Jason, ill probably going to buy it and try it out today
Does this support Megascans? I know it supports Substance.
Rememba_da_name yes
This shader works on PS4 and Xbox One?
I know people have used it on those platforms but don't have access myself..