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WIP tutorials for InfiniGRASS v2.0 This tutorial assumes a v1.x Grass Manager has been created and is made as prefab in the assets, which will be used as a source for grabbing brush settings for use in the new Global Manager that plants and edits grass on terrains en mass and handles pooling and streaming. The general idea is to have such a prototype manager as prefab so it can be directly used in any scene (and have variance by using different previously made managers for various scenes). This source manager is linked to the Global Manager and is used to fill the pool system with copies of batched items (directly batched in editor time using the source manager v1.x system) The steps after having the Source Manager (a default one is automatically assigned when entering the grass Configurator): 1. Assign terrain layer (should be different than Default one or others used for general scene items and only include ground and items that will be covered with grass, e.g. big rocks etc) 2. The terrain to plant is assigned to the Configurator in Unity Terrain section 3. "Add grass system" button will add the source manager copy in scene and the Global Manager, plus required links between the two. 4. "Assign textures" button will pass the proper textures for grass shaping and ground adaptation to the Source Grass Manager meterials. Shaping texture for hte pre-Beta is limited in size (will extend to a specific amount from the map origin) and ground adapt texture is following the player, so is good for infinite maps. 5. "Plant for Pool" button will create for the currently selected brush type a batched model after planting multiple instances and batch them (the way v1.x works to optimize grass). The "Brush properties" section can alter the brush and "Clear plant" will erase the current so can reuse "Plant for Pool" button to plant with new properties until get the required result 5a. NOTE1: If the pool is filled with items for this type, first use "Empty pool" button, otherwise will draw from the pool which may create issues in pre-Beta version. 5b. NOTE2: Make sure the density is at least 1-3 (min-max) and batch count is 8 and above, otherwise there is a bug with billboard shadows (looking at it currently, why it may happen, seems to happen when the batched model density is lower than a threshold) 6. After the model is nicely looking and scaled, press "Fill pool" to fill a pool of this batched model to be used to plant around the map. The pooled items are copies so take up no extra memory and use a shared mesh (which is saved in the scene under Global Manager). 7. A planting rule is alsready added for brush type 0 in the Global Manager, can be adjusted in the "Planting rules" section (e.g. adjust which splat maps will appear on and density). If more types are added to the pool, a button to add a rule for the brush will appear. The rules are then regulated in the Global Manager for more controls and details (the Configurator is used to do the first base steps and major properties for convinience and focus on the most important aspects, plus create the appropriate linkags and setups) 8. Use "Plant terrain with Defined Rules" to do the actual planting (this creates the grass growers and Grass Managers to handle them per terrain region and splits terrain to regions (12x12 is default and is adjustable in Global Manager with a slider). Each planting creates one layer (which can then be removed with thre relevant Global Manager button after is selected and replanted) 8a. NOTE1: The planting is using the brush properties to plant, so LODs will be the ones adjusted in the Grass Manager (and Configurator), this is a different stage than the batched model creation for filling the pool, so different properties can be assigned to be used when the batched pool models will be planted. 8b. NOTE2: After planting, the layer can be grown in the editor to see how the grass looks (based on planting with the specific properties the pool objects) and edited for specific changes, then ungrown to free the scene from items and return them to the pool. 9. The Configurator "Material Properties" section is used to adapt the shader properties for the materials of the selected brush type. The extra materials can be directly cycled as well for their own properties. 10. The possibilities of planting with rules on the fly on new terrains (during play mode, for streaming) is shown in WIP tutorial video 2 (v2.0 will have an API to do the planting on the fly on any incoming terrain, so should be very easy to use with Map Magic or other terrains and streaming systems) 11. More on tweaking materials and shaping-painting grass on the fly is shown in WIP tutorial 3 The tutorial is WIP and a voiced version will be made for the final version