Re: Tiling Shader Buildings

It doesn't make sense.
Either do something for all cases, or don't do it at all.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Hi Alex, I'll bother you again.
I'm using your Huge Texture asset which works well.
When I generate my terrain I always use the "Generate Underwater" option. In order to generate these depths, the field only accepts a texture which, due to Unity limits, cannot exceed 8192x8192.

Do you think it would be possible to use a Huge Texture result in this field? So that I can use a texture as big as 20Kx20K as a base for the underwater?
I often generate terrain of 200Kmx200Km and the "only" 8192 pixels are often too approximate.
Thank you

Re: Tiling Shader Buildings

Hello.
Theoretically I can add such a feature.
Practically, it will be very not optimal, because 20Kx20K texture will use 1.2GB of memory.
In this case it is better to make bitmask support + converter.
Bitmask will only use 50MB of memory in this case, and will not be size limited at all.

P.S. I removed your attachment because it contained your mapbox api key.
Showing keys in a public place is not a good practice, and you might be unpleasantly surprised by the bill from the service if some bad guy uses it.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Oh, thanks Alex, I didn't notice my screenshot. In any case that is a free key.

I only partially understood what you wrote to me. The bitmask system you propose is excellent but, in any case, I still only have 8192 pixels to be able to manage the entire B/W profile of the backdrop.

So on a territory of 200Km x 200Km I will not have more than 8192 pixels to be able to identify the change between coast and water.

For this reason I was looking for a system to be able to insert a B/W texture with a higher resolution, in order to improve the precision between the B/W pixels then transported onto the terrain.

I hope I have explained myself

Re: Tiling Shader Buildings

OK. I realized you didn't really understand me.
I'm pretty busy with another project this week.
Next week I'll try to find time to do for you what I had in mind.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Ok, thanks Alex!
Sorry, sometimes I'm not that technical hmm

Re: Tiling Shader Buildings

Hi Alex, I know you're busy and I'm not writing to rush you.

I just wanted to ask you for another favor that I think is quicker to fulfill than my previous request.
I'm using your Object_Placer tool, which I can find from Windows/Infinity/RWT/Tools/Object_Placer.
I find it very useful, I wanted to ask you if you could implement the function of instantiating an object on multiple geographical coordinates, perhaps written in an external .txt file.

Example: I create a .txt file with 10 geographical coordinates and save it in the Assets folder (or leave it on my desktop) and from the attached interface I have a button that allows me to search for the text file on my PC or in the Assets folder and, loading it, when I press on "Place" in tool, it instantiates the object that I inserted in all the coordinates present in the text file.

I hope I explained myself but I think it's a simple concept for you to understand.
Thank you

Post's attachments

Attachment icon Object_Placer.PNG 45.82 kb, 14 downloads since 2023-12-20 

Re: Tiling Shader Buildings

I understand your concept, and will try to implement it.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Thanks Alex!

Re: Tiling Shader Buildings

Hello.
I have implemented both things you asked for.
But I don't plan to release a new version of the asset right now.
It will most likely be released next year.
So if you want to get the update right now, email me (support@infinity-code.com) and I'll send it to you.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Thanks Alex, awesome!
Regarding my first request, how have you improved the system?
I will return to work on 01/08/2024, if you don't think of releasing a new release on or near that date, tell me and I'll write to you by email.
Thank you

Re: Tiling Shader Buildings

I did what I wrote in post 103, and what you asked for in post 107.

Until 1 August it is very likely to be released.
Until 8 January it will 100% not be released.

Kind Regards,
Infinity Code Team.

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113 (edited by Loryer 2024-05-06 09:34:41)

Re: Tiling Shader Buildings

Alex Vertax wrote:

Hello.
Theoretically I can add such a feature.
Practically, it will be very not optimal, because 20Kx20K texture will use 1.2GB of memory.
In this case it is better to make bitmask support + converter.
Bitmask will only use 50MB of memory in this case, and will not be size limited at all.

Hi Alex, I'm bothering you again.
Some time ago you implemented for me the possibility of adding a bitmask in the underwater generation field of a terrain.

I also purchased your HugeTexture asset because I needed to use a B/W map greater than 8K.

Unfortunately I still can't fully understand how it all works.
By selecting BitMask I have the possibility to add a "TextAsset" file which I think is the extension of the BitMask (but which I don't know where to find) and if I click on "Open BitMask Converter" I can insert a Raw file and convert it into the "Text Asset" file that I need.
(Although I have no idea what to put in the threshold field hmm)

But now I have the problem that I can't get the Raw.
Huge Texture creates a HugeRaw but I can't use it in the cornvert because it doesn't accept the format.
However, when I create a "Regular Texture" during the creation of the terrain, I have the possibility of having only png or jpg.

Can you insert a system that allows me to also convert HugeRaws into Text Assets?
Can you also add the Raw format when creating "Regular Textures"?

Thank you very much for your patience and availability

Post's attachments

Attachment icon BitMaskConverter.jpg 251.44 kb, 3 downloads since 2024-05-06 

Re: Tiling Shader Buildings

Hi.

Open your texture in any advanced graphic editor (Photoshop, Gimp, etc).
If your image is in RGB or CMYK mode, convert it to greyscale.
File / Save As and select file format - RAW.
Remember the width, height, depth (8 or 16 bits) you specified when exporting and specify them when importing.

Important: in the conversion tool I forgot that RAW at 16 bits depth can have Windows or Mac byte order, so export with Windows order (of course, if you want to use 16 bits depth for some reason).

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Hi Alex, I tried to convert a 2048x2048 png previously created with RWT into a 16bit RAW with photoshop.

In the attachment you will find how I stap by step.
I also tried the same procedure saving the Raw in 8bit.

What does the Threshold field mean?
Are the parameters entered in BitMask Convert correct? Why keep telling me that the width, height, and depth values are wrong?

Another thing I asked you was if I could use hugeraws created with Huge Texture but Photoshop or other software doesn't allow me to convert them and the BitMask Converter doesn't accept them. If I could use those, which have a higher resolution, could the BitMask also be more precise?
I should use them for terrain larger than 200Km x 200Km.

Thank you

Post's attachments

Attachment icon BIT_MASK.jpg 735.97 kb, 2 downloads since 2024-05-07 

Re: Tiling Shader Buildings

While preparing a reply for you, I found a few bugs in Generate Underwater and Bit Mask Converter that are causing this to not work as it should.
I will try to fix them within the next 24 hours and release a new version.
Also, I'll make a video for you on how to convert RAW to BitMask and use that.

About the threshold:
When you use grayscale, you can have a value of each colour between 0-255.
The threshold is a value, all values below which RWT considers water.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Great Alex, thanks!

Thanks also for the explanation of the threshold, now I understand.

Re: Tiling Shader Buildings

The issues have been fixed and the new version is now available in the Asset Store and through the inbuilt update system.

Video:
https://www.dropbox.com/scl/fi/42j3vaci … a&dl=0

P.S. I have a localised version of Photoshop that I haven't switched to English for the video.
But I think you will have no problem understanding what I'm doing.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Hi Alex, I tested your change on 4.9.1.1 but something isn't working.
The underwater map also seems to affect the above-ground part.
I attach a video where I hope to make you understand the problem.
https://youtu.be/s9s_YxxhriE

I'll also attach a second video
https://youtu.be/lDHElfVtTu8
In this I show you that I can't use a texture created with HugeTexture inside the underwater field and I can't even convert it to BitMask (which would be fantastic given the increase in resolution and therefore precision).

If it didn't work like this, it would be interesting to be able to create the underwater automatically on each tile of the terrain, so as not to have a single texture for the entire terrain of large dimensions such as (200Km x 200Km).

I hope you understand my problem
Thank you

Re: Tiling Shader Buildings

Thanks for the videos.

Oops... I accidentally opened the wrong style in mapbox where the water was black, got the wrong result, thought the feature was broken, and broke a properly working feature.
Sorry, I'll try to be more careful.
I reverted this back, and have already released a new version.

About Huge Texture:
The problem is that Huge Texture generates RGB image, not grayscale.
That's why the converter says that the file size doesn't match.
You need to do the following:
Open hugeraw in explorer, make a copy of the file and change the extension to raw. Open the file in photoshop, and do the steps you did with the regular texture.

Kind Regards,
Infinity Code Team.

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Re: Tiling Shader Buildings

Ok thanks, for now I was able to test the normal workflow (with the png) and everything works again.
Next week I'll test the BitMask and HugeRaw, and I'll update you.
A thousand thanks

Re: Tiling Shader Buildings

Hi Alex,
a fellow programmer suggested that I show you this code based on your script.
He says it could increase performance when creating the underwater part.
I hope this can really improve your wonderful asset!

Post's attachments

Attachment icon RealWorldTerrainElevationGenerator.cs.txt 26.95 kb, 1 downloads since 2024-05-14 

Re: Tiling Shader Buildings

Thanks to you and your fellow for sharing the code, but unfortunately I won't be able to include this code in the asset because it adds dependencies on third party packages that users may not have.
I will try to find another way to increase performance.

Kind Regards,
Infinity Code Team.

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