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Large Open World Multi-Terrain streaming in Unity 2017 (workflow version 1) Part 4 of 4: Baking the foliage (grass, plants and trees) with Vegetation Studio and final tweaks (screen space shadows, PostFX) A walkthrough of the solution that worked for me, to get to that holy grail of a streaming open world map without asynchronous scene loading lags in Unity. Part 1: Creating the terrain: • Streaming Multi-Tiled Terrains with Unity ... Part 2: Adding trees and grass: • Streaming Multi-Tiled Terrains with Unity ... Part 3: Splitting into terrain tiles and streaming: • Streaming Multi-Tiled Terrains with Unity ... Part 4: 0:00:00 - Baking the trees and foliage with Vegetation Studio 0:30:56 - 1st post-bake Build play test 0:33:12 - bug testing the missing trees and foliage 0:44:49 - updating the Vegetation package - tweaking and fixing foliage placement 1:02:50 - rebake persistent storage packages 1:06:40 - update terrain World Streamer split scenes 1:11:33 - 2nd post-bake Build play test 1:12:55 - Screen Space Shadows 1:18:14 - adding Post Processing FX 1:35:36 - final Build play through 1:37:39 - lessons learned I hesitated about releasing this series of videos on terrain streaming with Unity, it's over long and certainly rough around the edges, but since there's a huge lack of practical information on the subject I think it's worth making it available. I wanted to share my current findings and show how I've managed to get to that holy grail of a large multi-tiled streaming terrain without loading lags. This is not an easy topic - you'll need plenty of stamina and perseverance - there's just over 5 hours of footage and it's all a bit convoluted. There are so many different parts to the process that it's hard to explain in an easy to digest format. In fact these screencasts ended up being a little more like a Twitch stream than a tutorial, and are a little unfocused in parts as I fumble my way through some of the issues. Just as I've done, I'd highly recommend iterating and doing multiple tests with different settings. Don't expect it all to work right away with your own content, you'll need to tweak things like tile size, heightmap resolution, the number of individual foliage items, their density, etc. Approach this video series as a version 1 iteration. I'm intending to redo parts of it as my workflow improves. I've since finished coding a couple of tools that automate the process of chunking the terrain into tiles, and the baking of the Vegetation Studio persistent storage packages. It simplifies things a great deal. Finally, an important caveat... I'm no expert, and definitely still learning as I go along, testing things, asking questions on discord/reddit, and reading up on things, but I strongly believe in sharing what I've learned so that others can get a head start. I'm standing on the shoulders of giants - all those who have generously answered my questions and shared their expertise. Lennart (Awesome Technologies) Recon (aka Dark), and many others. Scripts and utilities I've written can be downloaded from Github: https://github.com/baroquedub/UnitySh... I've shared my notes on the process here: https://drive.google.com/open?id=14WT... I've also been contributing to a thread on the Unity forums that discusses the subject of large open world streaming. It includes a lot of the tips and tricks : https://forum.unity.com/threads/creat... Assets used or recommended Nature Manufacture Meadow Environment: https://assetstore.unity.com/packages... World Streamer: https://assetstore.unity.com/packages... Awesome Technologies Vegetation Studio: https://assetstore.unity.com/packages... Next-Gen Soft-Shadows: https://assetstore.unity.com/packages... *Useful Discords*: Procedural Worlds: / discord Nature Manufacture: / discord Awesome Technologies: / discord These asset links contain affiliate links, which means I may receive a commission if you click on and purchase something that I've recommended. It won't cost you any money but it'll help me fund my development projects while recommending assets I personally use and endorse.