Unity road and path tool tutorial




















Thanks for the excellent tutorials. A small note: The mask is missing from the hightfield because it was deleted using the blast nodes after the Texturing. It should not have been deleted as the masks interfering with the textures were the ones generated by the erosion.

Tutorials were great until i hit the point i couldn't continue because i was using Houdini Apprentice version. This should be made very clear at the start- this just wasted 3 hrs of my work day.

Higashibashi 2 years, 6 months ago. For some reason when I recook the area on the basic heightfield it leaves the preview cooked terrain deformation in place, even with dirtying and removing all the bgeo files from the folder. NVM worked it out. The Area Generator mesh won't update to the latest positioning on the map if I don't go into edit mode and out again. Fill in your details below or click an icon to log in:.

Email required Address never made public. Name required. Follow Following. Kris Development Join other followers. Sign me up. The respective textures can of course also be assigned manually. That's it, one could adjust the Blend Distance slider to fine tune the blending.

The "ER Dual Road Blend" shader currently acts as an example, it will be further improved with more options like a detail texture slot to blend the dirt texture stronger on the tire tracks and less strong outside the tire track. This one is similar to the previous blend example but in this case we use a transition texture between the two road types.. As the road width is 4. The connection length and width will match the square material texture. Learn from instructors and each other as you build a community of creators through live sessions and dedicated peer groups.

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