Then for all generated terrain tiles, I set the material type to the one from the corrected terrain game object's material type.
In the picture below, you can see where the Legacy looks correct and the adjacent terrain tiles have the shiny effect.Īs a current workaround, I have a small, hidden terrain object in the scene with the correct material that I want to use. Running from the editor, I tried changing the material and noticed that the "Built In Legacy Diffuse" is the Material that removes the odd shiny effect. All of the terrain tiles we use are generated via script and are using the "Built In Standard" for the Base Terrain material. It is recommended to use the new terrain in 2018.3 and later going forward, as the priority for the plugin development will focus on the new terrain.So, I recently upgraded to 5.0.1f1 from 5.0.0f4 and noticed that my terrain has a shiny layer has been added. Since SplatPrototypes are not assets stored in files, the plugin will not save or load them via string attributes. The difference is that instead of the new TerrainLayer, the old SplatPrototypes are used. Note that for Unity versions earlier than 2018.3, these updates also affect it. Added new “Load Geo File” option to HoudiniEngine menu to load in.Updated online documentation's terrain section.īonus feature added, not related to terrain:.For TerrainLayer files specified via attributes, they are used as is unless TerrainLayer properties are modified via attributes, in which case the TerrainLayer is duplicated and modified (leaving the original TerrainLayer as is).not summing to 1), so they are used as is, but with UI strenghts multiplied. No longer doing any calculation with splatmap weights (i.e.Only normalizing the splamaps if they aren't already normalized between 0 and 1 from Houdini.On Rebuild, TerrainData is created (reset), all user-added TerrainLayers /SplatPrototypes are removed, and splatmaps are cleared.On Recook, existing TerrainData, TerrainLayers/SplatPrototypes are reused (including ones added by user), and splatmaps are kept.Only Terrainlayers/SplatPrototypes created are those specified in the HF volume layers other than “height” and “mask”.“height” layer is only used for height values, while “mask” is completely ignored also removed from Terrain Section UI.No longer creating “height” and “mask” layers as TerrainLayers or SplatPrototypes.The online documentation has also been updated to reflect these changes: [ Changelist: use an input Unity terrain to make and preserve your changes there). This is a good workflow to keep your terrain data around (i.e. On the roundtrip back into Unity, these will be loaded and set on the new terrain. If you use an Unity terrain as an input, its TerrainData and TerrainLayers file paths will be set via attributes. On Rebuild or Reset Parameters, all the terrain data is recreated. Similarly for TerrainLayers, if you specify them via attributes, they will override the ones that you are already using. For example, if you generate a terrain with an HDA, then add your own TerrainLayers, they will be kept around unless you specify an existing TerrainData via an attribute (the TerrainData will override the one you were using). But each of these might be updated/replaced if the HDA updates them.
Attribute names are specified found here: [ On Recook, the existing Terrain, TerrainLayers, and splatmaps are kept as much as possible. So you can create these beforehand in Unity, set up the textures and material info, then point to them in your layers via string attributes (file paths). Existing TerrainData and TerrainLayers files can be specified via string attributes. Any additional heightfield layer is converted into a TerrainLayer. And the mask layer is completely ignored. Most notably, the height layer is now strictly used for height values. In general, the terrain generation now fully works with the latest changes to Unity's terrain, and has a much improved workflow, thanks to feedback from users. there have been significant changes to the Houdini Engine for Unity's terrain generation system.