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Only issue, maybe i am missing, is there any way with multiple terrains perfectly
lined up side by side, that like stochastic or any of the blending modes can match up? between terrains or is this not possible, Otherwise a very nice asset.
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퍼블리셔 답변:
4 years ago에 답변됨
If you put the UVs in world space (and adjust UV scales accordingly) then it should tile across multiple terrains correctly.
At first was expecting some complicated setup when I read about the stochastic sampling. But there's nothing to setup, you just select Stochastic and that's it. Not sure how the magic is done, but Microsplat will automatically paint variations of the textures, so it never looks repetitive. This saves me from using multiple textures. Simply astonishing! Thank you Microsplat.
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t
Favorite module so far!
6 years ago
trilobyteme이전 버전 2.8
This is easily my favorite module so far. With it I'm able to reduce tiling effects and create some of the most unique terrains I've ever made.
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I've only used the stochastic method from this pack, but that's all I need -- truly a one-click solution to texture tiling. It's a bit more expensive (performance-wise) than the effects in the MicroSplat Anti-Tiling module, so those are excellent as low-end alternatives (though I also use some of them too), but once you've tried stochastic, you'll never be satisfied with anything else.
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m
Very good
7 years ago
metaisalie이전 버전 2.65
Stochastic mode is supported in WebGL 2.0 (it was important for my use case) and provides very nice results with great performance!
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My textures looked like tiled poop, then I picked Stochastic from the dropdown menu and boom, awesomeness! You do have to tweak things a bit to not murder FPS, but it's all in the docs and just follow those and everything is beautiful and 100+ FPS. :) Thanks Jason
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There were talks and Blogs from Unity about Procedural Stochastic Texturing last week which made me curious. I've learned that the publisher implemented this. So I had to try this module. And I have to say, I'm very impressed. No tiling artefacts on the terrain thanks to the new Stochastic Texture Clustering Mode.
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퍼블리셔 답변:
7 years ago에 답변됨
Actually my version is not the same as the one in the paper and samples unity released. They do their blending by trying to preserve a histogram of the original image. The advantage of this is that it will work for any texture, however, there are many disadvantages as well:
- Several minutes of texture preprocessing time
- You have to store extra data in lookup textures
- Dependent texture reads which slow down the shader
- A lot more code and math
- The blending of the texture is not correlated across textures; ie: The albedo may blend differently than the normal
- From my experiments, the blending tends to wash out the textures much more than my technique.
My modification to this technique was to keep the basic algorithm for sampling the textures, but remove the histogram preserving blend and replace it with a height map based blend. This removes all the downsides listed above, and in my opinion looks better as well, as the blend are not only correlated between the textures, but also tighter, giving a crisper overall image. Overall, I'm very happy with the result and think it's a nice improvement on the original paper (and have to thank unity for sparking the whole thing in the first place)
If you set the correct values of noise texture size and contrast, you can achieve maximum potential from this technique. When the noise size is too small, you destroy the texture content...When the size is too big, you will not break the tilling enough. So pay attention to those two values. ;-)
Ideal when you are preparing textures with substance designer.
I was also considering variant using one big unique texture instead of cluster of 3 small textures. The advantage would be a large unique terrain area, where the texture repetition would be not so big problem....but the process of creating a large unique texture(4k or 8k) is not easy task and very painful(even using substance). Preparing 3 smaller 1k or 2k textures is much much easier.
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퍼블리셔 답변:
7 years ago에 답변됨
Yes, noise size is key with the multi-texture clustering modes! I've actually found that using this technique several smaller textures can look way better than larger ones, because of the rich variance you can get from mixing several texture variations.
Didn't think it was possible, but here it comes: Atleast some of the extended power of MegaSplat brought to the traditional terrain splatmap workflow! More textures, less repeating patterns, still blazing fast!
Basically, you do not have DIRECT control over each of the additional textures, instead, each traditional splat map (out of 16) can be replaced with a texture cluster of up to 3 textures blended together with noise, effectively highering the texture count to 48!!
On top of that, there are some really clever options to further increase variation and control in these texture clusters, so you won't even miss not being able to paint these extra textures...
And it still works smoothely with the normal terrain tools and painters, unlike MegaSplats:)
Really, really good stuff, Jason! Highly recommended if you use MicroSplats.
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퍼블리셔 답변:
7 years ago에 답변됨
Thanks for the review! After this was posted, the MicroSplat texture count limit was raised to 32, making the maximum texture count 96 texture with clustering. (the Advanced details module, which was not created by me, adds another 16).
m
More textures, still efficient
8 years ago
mk777888999이전 버전 1.6
got a few modules along with this one to create a badlands environment.
GPU remained at idle clock (no vegetation helps) while running in first person mode.
I enjoyed the workflow and was impressed by its efficiency.
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