I was using the old sync script and it won't working, then I tried this and I was so happy to see it runs amazing and looks great. Thank you formal these tutorials, they are like personal assistants who can help us figure things out and I appreciate it. And thank you for integrating Microsplay like this, I think it looks really beautiful.
Note for people who have problems with MicroSplat Tessellation not working: The video does not show it, but in recent versions of MM2, the graphical MicroSplat node contains an option under advanced settings, named "Apply Type", which is set to "Texture" by default. You need to change that to "Splats" and the Tessellation will take effect.
Update, as of the most recent versions of MapMagic and Microsplat, you need to DISABLE use custom splat maps, rather than enable it, or you'll just get the base texture painted all over your terrain.
This is great! Nice addition. Is there a way to paint custom microsplat textures after the terrain has been generated? We are doing terrain edits after the generation and are hoping there is a way to paint custom textures? Or perhaps, edit the terrain geometry, and recalc textures without regenerating terrain heights? I am having good luck editing tererain heights on pinned terrains, but not microsplat textures.
@Present Games Not really. I have a few areas that I edit heights after pinning, locking terrains - but so far been able to live with the textures as they appear. It would be a nice feature.
So basically, instead of having to use the mapmagic editor to set up every texture, you just use one function to cover it all? I must be missing the technical difference, since to me it looks the same as before. Still awesome tho.
I haven't used MagicMap for the last 6 months but there used to be a node on the MagicMap editor that would paint the MM meshe with a selected texture no? We had to use the curve and cavity as filters to apply different textures to different enclines, like now with MicroSplat. I guess my question is really, what is MicroSplat and why is it different from the normal texturing method. Guess I should have started with that.
@@Hinaloth Microsplat is a Terrain Shader by Jason Booth. This node allows you to use it and it's texture array ability instead of the standard Unity terrain shader. It is like RTP, CTS, and Megasplat. assetstore.unity.com/packages/tools/terrain/microsplat-96478
doing it this way many of the microsplat options do nothing, like the ambient occlusion slider, even though I have an AO map... I've tried to set up the terrain automatically with microsplat and plugged the generated material into the MapMagic microsplat node, but I get an error stating: "the assigned material is not microsplat". Unity 2020.1.15f1, MM 2.1.3 Edit: made it work :]
I have a cliff that is about a 90 degree angle and the texture gets stretched very bad, what is the best way to address this issue? Thanks for the awesome asset by the way! It was my first purchase and so far my best.
Thanks for the support and updates to MapMagic - it's a great Unity asset!
I was using the old sync script and it won't working, then I tried this and I was so happy to see it runs amazing and looks great. Thank you formal these tutorials, they are like personal assistants who can help us figure things out and I appreciate it. And thank you for integrating Microsplay like this, I think it looks really beautiful.
Note for people who have problems with MicroSplat Tessellation not working:
The video does not show it, but in recent versions of MM2, the graphical MicroSplat node contains an option under advanced settings, named "Apply Type", which is set to "Texture" by default. You need to change that to "Splats" and the Tessellation will take effect.
Marvellous, I was about to look into integrating MicroSplat myself soon. That's more work I _don't_ have to do. Thanks!
Update, as of the most recent versions of MapMagic and Microsplat, you need to DISABLE use custom splat maps, rather than enable it, or you'll just get the base texture painted all over your terrain.
This is great! Nice addition. Is there a way to paint custom microsplat textures after the terrain has been generated? We are doing terrain edits after the generation and are hoping there is a way to paint custom textures?
Or perhaps, edit the terrain geometry, and recalc textures without regenerating terrain heights? I am having good luck editing tererain heights on pinned terrains, but not microsplat textures.
@Present Games Not really. I have a few areas that I edit heights after pinning, locking terrains - but so far been able to live with the textures as they appear. It would be a nice feature.
I actually found a solution: ua-cam.com/video/3wfC7ESYC7g/v-deo.html
hope it helps
Very helpful thank you!
Do you still need to check that custom box? it seems to work without it with the latest microsplat and MM2.
Thank you very much for tutorial
So basically, instead of having to use the mapmagic editor to set up every texture, you just use one function to cover it all? I must be missing the technical difference, since to me it looks the same as before. Still awesome tho.
Thanks, but it's a bit unclear what textures you are talking about
I haven't used MagicMap for the last 6 months but there used to be a node on the MagicMap editor that would paint the MM meshe with a selected texture no? We had to use the curve and cavity as filters to apply different textures to different enclines, like now with MicroSplat.
I guess my question is really, what is MicroSplat and why is it different from the normal texturing method. Guess I should have started with that.
@@Hinaloth Microsplat is a Terrain Shader by Jason Booth. This node allows you to use it and it's texture array ability instead of the standard Unity terrain shader. It is like RTP, CTS, and Megasplat. assetstore.unity.com/packages/tools/terrain/microsplat-96478
doing it this way many of the microsplat options do nothing, like the ambient occlusion slider, even though I have an AO map... I've tried to set up the terrain automatically with microsplat and plugged the generated material into the MapMagic microsplat node, but I get an error stating: "the assigned material is not microsplat". Unity 2020.1.15f1, MM 2.1.3
Edit: made it work :]
I have a cliff that is about a 90 degree angle and the texture gets stretched very bad, what is the best way to address this issue? Thanks for the awesome asset by the way! It was my first purchase and so far my best.
Never mind I just found Slope :) Verry awesome tool you have here!!!
on ne trouve pas de tutos récents !!!! rien de marche
What is the name of this programe ??
Is this an unlimited map?
Sorry i can not write english correctly
Yes, it's the infinite terrain
sound is way too low
Hii Please Answer this, Whenever i create a terrain using map magic it goes pink, any solutions?
What are your os, unity version and render pipeline?
@@denispahunov6415 windows 10 64 BIT
2019.3.11 i guess
And
3D with extra previews
Any way I could reproduce this issue? Could you please describe the steps you take (from an empty scene) that ends in a pink terrain?
awful audio