hello,
I want to create a large world with different zones, each zone “biome” I want to have its own set of splatmap textures.
So I will end up with one RGBA splatmap to hold 4 textures per biome.
BUT - how do I utilize this in unity5 engine? AFAIK, you can only assign one splatmap to a given terrian-patch and unity terrain paints the 4
detail textures, assigned in the inspector accordingly…
HOW do you tell unity to use other textures or a second splatmap???
Basically, I need about 6 or 7 different textures to cover basic texturing, as I have up to 7 different “materials” like grass, rock, other rock, sand, pebble, mud, …
That means I want to have red on the texture for biome 1 to be rock, but for biome 2 red is grass for example…
Any help would be appreciated !!!
So it will not be possible?
Maybe this isn’t the best-informed forum to ask about the Unity 5 engine? WM can generate multiple splatmaps without too much trouble, but has nothing to do with how you can/can’t apply them in Unity.
Well, I can agree 50%
If it is possible in world machine - somebody here on the forum should have it done it already and I was hoping, to get an answer.
How do you define multiple splatmap in WM? Are all splatmap s Red green blue and a!pha or different color? So you can have more different detail textures in unity?
Best regards
Onkelpoe, weren’t you combining multiple splatmaps in WM about four months ago?
“somebody here on the forum should have it done it already” People have generated multiple splatmaps in WM, in a couple of different ways, and reported it here in the forums. Just search “splatmap” and read the old threads.
“How do you define multiple splatmap in WM?” Well, you need to define more than one output image because you can only get four independent splat channels per image. (See next answer). One way to do this is to look at how the basic splatmap macro uses the channel combiner. Then customize that macro to accomodate more than 4 logical conditions (“This is rock.” “This is dirt.” “This is snow-covered peaks.” “This is low-elevation plains.”) and direct the result into more than one image file using more than one channel combiner.
“Are all splatmap s Red green blue and a!pha or different color?” Most applications that use splatmaps use the color channels of the splatmap input to define where each texture goes. Since you only get 3 RGB and 1 alpha channel in most image file formats (there are some exceptional formats that will allow unlimited color channels but they are normally used in professional CGFX and video compositing work), you only get four texture types per splatmap file in most cases.
“So you can have more different detail textures in unity?” That’s a Unity engine question. I don’t know Unity. Maybe the Unity community forums would be a better place to ask that question. If Unity accepts multiple 4-channel splatmap inputs, or if Unity accepts a more-than-4-channel splatmap file format, you will have to research. WM can generate multiple 4-channel splatmaps (see answer above) no problem. And that basic splatmap macro can probably be adjusted to generate arbitrary RGB colors instead of using the channel combiner, if Unity can accept arbitrary colors.
hey sfriedberg,
thanks for reply and sorry, because it seems my writing was a bit misleading.
I indeed know how to do a splatmap and I even managed to put some together myself, like you pointed out.
In Unity, you can assign 4 detail textures, the first responds to R the second to G, 3rd is B and 4th is the alpha of the splatmap.
So you can assign 4 channels to 4 textures. But what, when you wanted some more, like 7 or 8?
I just wanted to know, if you got to do something special in WM to prepare some “magical 8 Channel Splatmap” or somthing in WM.
Had hopes, any of the users here done this before, I know many here on the board are using unity.
Unity forums on the other hand… well seems nobody wants to give away the secret
kind regards
I would recommend some 3rd party solutions for unity terrains - for example RTP shaders
(pretty much a must have asset if you want to make at least semi decent terrains)
https://www.assetstore.unity3d.com/en/#!/content/5664
with these you can use more than just one 4 channel (RGB+A) splatmap, also this asset comes with many other great things like blending meshes with terrain - great for adding cliffs and overhanging geometry, ways to break up visilble tiling and many many more features
you can se it in action here: