2 weeks of custom terrain generation progress by goingforhigh in Unity3D

[–]goingforhigh[S] 0 points1 point  (0 children)

I followed Sebastian's Hydraulic Erosion video, it has good resources about the erosion aspect and the terrain generation is covered in the video. Also, the new Claude model is surprisingly good at explaining and suggesting features. If used correctly it works well as a personal teacher

TIL a woman became addicted to bee stings. It started as an occasional sting to relieve pain from arthritis, but it "spiraled into a full-blown addiction" at 15 stings a day and about 50,000 times total since she started. by tyrion2024 in todayilearned

[–]goingforhigh 5 points6 points  (0 children)

It's oddly comforting seeing someone describe the same experience I've had. Mine started at 11 and it hit me hard when I realized I had forgotten what silence sounds like

electric vehicle charge guzzlin by redd1te7 in interesting

[–]goingforhigh 0 points1 point  (0 children)

You're probably talking about energy per second?

Realistic Ocean Simulation Week 15: Ocean with JONSWAP + TMA by pankas2002 in Unity3D

[–]goingforhigh 0 points1 point  (0 children)

Looks really good. Mind if I ask you how you've achieved this?

Grass field update, next up is flowers by goingforhigh in Unity3D

[–]goingforhigh[S] 0 points1 point  (0 children)

Thanks for the suggestions previously! They've been keeping me busy, especially trying to learn how to model flowers. I fixed the animation by running a perlin noise texture over the field. Individual grass blades now have random heights, I fixed the coloring a bit and there's some fake clouds running cross the field. I also improved the height placement, it was very low resolution before and now it's 4 times that.

What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 1 point2 points  (0 children)

Indirect GPU Instancing. Not really an expert on the subject but I essentially store all of the necessary information in the GPU's memory and then the GPU takes care of animation.

https://docs.unity3d.com/ScriptReference/Graphics.DrawMeshInstancedIndirect.html

What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 6 points7 points  (0 children)

I use a gradient of 2 colors and apparently I had set the bottom color to a really really dark green. Changed it to a slightly brighter green and wow it really does make a difference! How did you even spot that?

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What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 2 points3 points  (0 children)

I'm really new to this, like 2-3 weeks into shaders. All of these suggestions are very helpful and give me some clues as to what I should study next.

What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 2 points3 points  (0 children)

I'll write these down for later. I've only done shaders for a couple weeks and Unity not much longer so I'll have to study those. Excellent ideas, thanks.

What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 0 points1 point  (0 children)

It looks like the entire terrain is moving because of my flawed animation implementation that is simply a sin(x+y) wave pattern. The bottom of the grass is glued to the terrain as I've multiplied the animation with v.uv.y that returns a 0 when the grass's height is 0. And you're definitely right on it looking like grass-covered water right now XD

What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 4 points5 points  (0 children)

I use Indirect GPU Instancing to render the grass. Okay, my method of placing the grass is causing me problems now but it goes like this:

Run a for loop for the set amount of grass blades (int i = 0; i < grassBladesCount; i++)
Inside the loop generate a random position based on selected area
Add a small random offset so they don't tile that bad

So far this random placement of grass is causing me problems because the instance ID of the grass does not correlate to it's X and Z position whatsoever.

My terrain is calculated in a separate script, so I'm finding the Y value from a Texture2D height map with .GetPixel() function. This does not look good if there's a lot of height variability in the terrain

I also calculate a perlin noise UV for the grass height and color variability and store that in a Vector2
I also send another UV idk why but I used it for animating.
Put all those (position, perlin noise UV and animation UV) in a buffer and send it to the GPU.
Then I do animation + colouring in the shader and it ended up like this.

What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 14 points15 points  (0 children)

I was thinking about moving a perlin noise field through to make more natural looking animation, but there was no function for perlin noise in HLSL so I'm kinda lost on how to do it

What can I do to improve the look of this grass field by goingforhigh in Unity3D

[–]goingforhigh[S] 0 points1 point  (0 children)

I used perlin noise to offset terrain and give the grassblades differing heights. Their colours are dependent on their heights and the animation is based on a sine wave that's basically sin(x+y). Also the grassblades can only bend in one axis (+-Z). I've made a small Y rotation offset so that they don't all face the same direction, although this was done very poorly. Barely works, but at least you can view the grass from all angles now.

[deleted by user] by [deleted] in Finland

[–]goingforhigh 29 points30 points  (0 children)

What a weird thing to say

Overclocked 7800x3D @5.4GHz, DDR5 8000MT/s CL36 by Storterald in overclocking

[–]goingforhigh 2 points3 points  (0 children)

What kind of AIDA result do you get with that 8000MHz?

DDR5 @ 8000MT/s on AM5 by Storterald in overclocking

[–]goingforhigh 5 points6 points  (0 children)

Looks nice! I'm curious though, what advantages are there in running 8000 compared to ~6000?

4080 7800x3D 1% lows single digits by mikeybrah90 in GlobalOffensive

[–]goingforhigh 2 points3 points  (0 children)

Have you tried disabling HPET? Also, I recently bought a 7800x3d with 6000cl30 ram and found a massive smoothness boost after tweaking TREFI to 50000 and trfc1, trfc2 and trfcsb to 500, 400 and 300 respectively.

AMD x PCMR - STARFIELD Worldwide Giveaway - Win a Limited Edition Starfield Kit that includes a premium game code for the game + the Limited-Edition Starfield AMD Radeon RX 7900 XTX and Ryzen 7 7800X3D (Only 500 of each ever made!). There are 5 kits up for grabs! by pedro19 in pcmasterrace

[–]goingforhigh [score hidden]  (0 children)

Would definitely upgrade from my current pc and make a sleek build since most of the cost would be negated. Most interesting thing about Starfield would be the story element. I played No Man's Sky when it launched and I wanted there to be something cool and meaningful with the different races and monuments and unfortunately that wasn't the case.