ParadoxMaster Posted November 17, 2018 Share Posted November 17, 2018 Hey guys. Recently I started working with the Babylon Exporter in Unity to create a 3D scene. I read documentation and watch video about Terrain Builder, where says that you can use up to 12 textures to create a Terrain. But for me more than 6 not work. A black background is drawn instead of my texture. Why can it be? Quote Link to comment Share on other sites More sharing options...
TheSkrapper Posted November 18, 2018 Share Posted November 18, 2018 Try removing that seventh texture in case it is causing issues. See if the others render. Quote Link to comment Share on other sites More sharing options...
ParadoxMaster Posted November 18, 2018 Author Share Posted November 18, 2018 (edited) If I change the order of the textures or the textures themselves, it always displays only the first 6. The remaining 6 are not rendered. And if look at the generated splatmap, it contains 2 images with RGB channels (2 image * 3 channel = 6 texture variation). I think for 12 textures the splatmap should be another? Even when I create a new empty project, and add only the terrain, more than 6 textures do not work. Edited November 18, 2018 by ParadoxMaster Update Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted November 18, 2018 Share Posted November 18, 2018 hi just for checking other solutions check this https://www.babylonjs-playground.com/#VF2QG2#2 have 25 level in just red color in one image https://www.babylonjs-playground.com/#VF2QG2#3 Quote Link to comment Share on other sites More sharing options...
ParadoxMaster Posted November 18, 2018 Author Share Posted November 18, 2018 Thanks for your reply. Your examples about dynamic changes in textures on materials at runtime. But my problem is related to the Unity export process, even before the runtime. Exporter does not export other textures after 6. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted November 18, 2018 Share Posted November 18, 2018 Maybe you have to create another splatMap Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 19, 2018 Share Posted November 19, 2018 Pinging @MackeyK24 just in case ? Quote Link to comment Share on other sites More sharing options...
ParadoxMaster Posted November 20, 2018 Author Share Posted November 20, 2018 I tried to do it on OSX, and on Windows, and with different versions of the toolkit. Doesn't work anywhere. Maybe there is a bug? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted November 20, 2018 Share Posted November 20, 2018 From memory you can create another splatmap to add to the one created by default.The creation of 6 textures is already good, why do you need 12. Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted November 20, 2018 Share Posted November 20, 2018 I had to reduce the max splats six because I could never get any help with the shader and the texture2D calls using a texture atlas so I can put all splats texture I one single file... since absolutely NO ONE helped with that (I mean actually help code)... I went back to using a separate texture for each splat and each optional bump map... that mean the MAX texture units that can be sampled in the the Shader is 16... some WebGL 2 version support 32... Anyways I limit to 6 splats (with up to 6 optional bump maps and 2 color maps aka splatmaps... that 14 plus any lightmap and or environment texture equal 16 max Quote Link to comment Share on other sites More sharing options...
ParadoxMaster Posted November 23, 2018 Author Share Posted November 23, 2018 On 11/20/2018 at 11:07 AM, MackeyK24 said: I had to reduce the max splats six because I could never get any help with the shader and the texture2D calls using a texture atlas so I can put all splats texture I one single file... since absolutely NO ONE helped with that (I mean actually help code)... I went back to using a separate texture for each splat and each optional bump map... that mean the MAX texture units that can be sampled in the the Shader is 16... some WebGL 2 version support 32... Anyways I limit to 6 splats (with up to 6 optional bump maps and 2 color maps aka splatmaps... that 14 plus any lightmap and or environment texture equal 16 max Sad to hear .. Your toolkit is a wonderful thing for developing complex 3D games on Babylon. Unity has a very mature and convenient editor for game development. I tried to use BabylonJS Editor, but for now, I think that Unity is a much more convenient way to build large scene, compared to it or even worse, compared to completing all the parts manually in code. Have you tried to contact the Unity team to cooperate? Maybe they can help.. I think that BabylonJS could be a more promising way to create browser games, compared to the existing WASM converter in Unity. Quote Link to comment Share on other sites More sharing options...
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