[First side of the grass (i think the front)] (https://i.stack.imgur.com/OtBEl.jpg)
[Second side of the grass (back ??) ] (https://i.stack.imgur.com/OHiwR.jpg)
So my grass is made by two plans and i think the issue is cause by the faces of my mesh, do anyone know what is going on and how to fix it?
i have tried to duplicate and rotate the faces, activate all options XD
Related
I'm trying to increase shadow strength when the object is becoming near to the ground.
Using light source (Directional Light) which is perpendicular on my cube game object (Rotation 90,0,0).
This is how I want it to appear:
#Workaround which isn't good:
Manipulating the directional light will work when there is only one falling object, but when there are more than one falling cube it won't work properly at all. As if there are 5 falling objects each one at a different distance from the ground.. no way :/ I don't know how to work this out.
Any suggestions? I would be so grateful, thanks in advance.
I recently started working with unity and tried making my first real water shader with shader graph (URP).
In general it works fine, but I have some really ugly effects with the lighting.
First, when I set the smoothness of the water to about 1 (to make it shiny as water is), it is "split into two areas" (see the screenshot). One is nice and looks like water, the rest is grey. Why?
Second, when I turn the Global Directional Light to night time, the land is dark, the water isn't. Why?
Here you also can see this "grey water effect".
This is my shader graph
and these are my environment settings
Just found a part of the solution: The problem with the ugly reflection was that the water plane had a Y scale of 0. When I change it to something greater than 0, it works.
But that does not solve that it isn't affected by the environment light.
I am trying to create a static grass area with particles and I've been trying to change the color of the particles depending how far are from the emitter, but I had no luck. (This is because I need the grass to look yellow in the far edges of the grass area).
If you can point me in the right direction or have some similar shaders I will really appreciate it.
Thanks!
PD: why I am doing grass with particles? Great question, I am experimenting in ways to make great performance grass area for Augmented Reality in mobile. If you know any other way, let me know!
fortunately had someone helping me for this. If you wonder what worked: creating a C# script to know the distance from the emitter, then modify the particle shader and use the distance to create a fading to the new tint color variable. Used Amplify for this. If you have a similar problem do no hesitate to contact me. Sharing is caring.
I want to move a cube by making it roll on it's edges. The cube will be standing on a x-z grid and each movement it takes will make it stand on a different square of the grid.
The player will controll the movement and will only be able to make the cube roll on one direction at a time (left, right, forward or back), but the cube must always stand exactly on top of one of the grid's squares.
I don't think applying a force to the cube will help cause it could move it a little bit too much or too little. I want to achieve something like this: https://www.youtube.com/watch?v=yaAIUYuNi84 but only on the x-z plane. Notice how on each corner the cube can stop and change direction with ease, because it never moves too much or too little.
Any ideas on how to approach this?
If you are new to the Unity it will be useless to trowing you a bunch of codes so i am telling you the way of doing it so you can implement your own codes.
You can create 4 empty game object which will always follow the cube on the floor and when you want to roll the cube you will rotate the cube around the empty objects.
You can find the codes for following the cube and rotating the cube on youtube, and for the starters searching is allways good.
So i hope you can manage it out, if you cant please write me again where did you stuck and i will be happy to answer you :)
not sure I have tried several ways to make the people move in a circle but they just don't go. Please help.
Here is my netlogo design, basically i have people standing in a circle but when I ask them to move, i do not know how to ask them to move in the circle.
When I hit the go button in netlogo, they do not even move. If I use fd 1, they just go everywhere, if i try to use the circle and distance they only go completely around the circle but never stop.
Thanks a Bunch,
R
See the circling example in the NetLogo Models Library:
http://ccl.northwestern.edu/netlogo/models/TurtlesCircling