Comments on: Working with terrain textures in Cubiquity for Unity3D http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/ Voxel-based games and technology Tue, 11 Aug 2020 06:19:17 +0000 hourly 1 https://wordpress.org/?v=4.9.3 By: David Williams http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-39214 Thu, 07 Nov 2013 07:02:45 +0000 http://www.volumesoffun.com/?p=1484#comment-39214 Hi Dan,

Unfortunately Cubiquity for Unity3D does not currently work with Mac OSX as it relies on a Windows native-code .dll. We really need to make this clearer as you are not the first person to be caught out. We hope to support other platforms in the coming months, once the Windows version is a bit more polished.

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By: dan http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-39175 Wed, 06 Nov 2013 23:51:04 +0000 http://www.volumesoffun.com/?p=1484#comment-39175 Looks interesting, but can’t seems to make to run on OSX, do you have an installation/demo tutorial?

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By: David Hynd http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37773 Fri, 18 Oct 2013 03:58:13 +0000 http://www.volumesoffun.com/?p=1484#comment-37773 Awesome, thanks for that 😀 Great insight 🙂

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By: David Williams http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37759 Thu, 17 Oct 2013 18:29:05 +0000 http://www.volumesoffun.com/?p=1484#comment-37759 Yes, it using separate texture units. This does put a limit on the maximum number of textures but practically speaking I don’t think it’s a problem. I also sent you an email with a couple more details for the blending.

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By: David Hynd http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37749 Thu, 17 Oct 2013 13:34:35 +0000 http://www.volumesoffun.com/?p=1484#comment-37749 I just watched the video, and that’s one hell of a material system you’ve got there! Excellent work! How on EARTH do you get smooth, soft blending between materials like that? Does it rely on newer graphics card features like texture arrays?

Oh wait, is it as simple as using 4 different texture units? Because it looks to me like you’ve got it limited to 4 materials per terrain. Still, it looks really great, so I think it’s worth it! 😀

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By: David Hynd http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37746 Thu, 17 Oct 2013 12:33:50 +0000 http://www.volumesoffun.com/?p=1484#comment-37746 Is the method ended up using for material blending a secret or can you tell me? Did you just end up splitting the meshes and blending along joins, as described in your Game Engine Gems article?

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By: David Williams http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37484 Fri, 11 Oct 2013 19:21:34 +0000 http://www.volumesoffun.com/?p=1484#comment-37484 For smooth terrain it’s currently 128^3 and for cubic terrain it’s currently 256^3… but we are currently considering doing something different with the free version. The price of the full version is also a little unclear but I think we’ll launch at about $200 per seat and see how it sells. It’s really not fixed yet though.

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By: Snorp http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37476 Fri, 11 Oct 2013 17:12:16 +0000 http://www.volumesoffun.com/?p=1484#comment-37476 Hey this voxel library looks pretty cool, thanks for sharing!

On the project it states that Cubiquity can be used for free with a limited size, would you mind sharing what this size is? Also for larger volumes how high is the fee?

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By: David Williams http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37246 Sat, 05 Oct 2013 19:07:32 +0000 http://www.volumesoffun.com/?p=1484#comment-37246 Thanks Marek, I think that’s a nice idea. Actually I saw something similar once but I had forgotten about it: http://youtu.be/dEJtR_uy4zs?t=2m18s

I imagine it only works well for certain textures (rocks, etc) but I think we can make it toggleable per-material. Thanks for the tip 🙂

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By: Marek Rosa http://www.volumesoffun.com/working-terrain-textures-cubiquity-unity3d/#comment-37230 Sat, 05 Oct 2013 08:53:38 +0000 http://www.volumesoffun.com/?p=1484#comment-37230 Hi David,

one suggestion: if you want to reduce repeated/tiled texture patterns on voxels, you can look on how we solved it in our voxel game (it’s open source)
https://github.com/KeenSoftwareHouse/Miner-Wars-2081

Basically, when calculating texture coordinates from XYZ, we just scale it to close distance or larger distance and then blend these two. Our pixel shaders are in that github archive.

Bye
Marek

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