I just built a vertex shader for my grass asset, and I want to make a whole field of swaying grass. I know it's possible, but I haven't found tutorial or forum thread that solves it yet. Can someone help me out?
Thank you a ton in advance.
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I'm making a game with realtime lighting in HDRP and i don't know why i have tried so many things but the light just goes through walls and things.
i don't know what is going on.
please help me
if you need more images or things just tell me and i'll give them
Thanks in advance
For me, I got It fixed by enabling shadow map on my Light source.
What is the best software to create a 3d model of the earth, in which the user can rotate and zoom in. When the tap on a location, it creates a pinpoint to mark it. How would I go about this? I am new to 3d models, so any help is greatly appreciated. I want to place this model into an iOS app (Xcode).
You are asking a lot and I think you should try doing it yourself first. If this seems hard, try searching for a tutorial.
Here is briefly what you should do and a link to a tutorial, post or thread to all of the steps:
1. Create a model of earth and apply a texture on top of it.
If you want to create your own model, I suggest you use blender, which is what I personally like the most of all 3D editing softwares currently available. Blender Guru has an awesome beginner course about blender.
If don't want to create your model all by yourself, TurboSquid has a ton of free models for you.
(Even nasa has made a 3D model of the earth!)
2. Implement a camera orbit feature
This can be hard for beginners like you and me, but luckily Emma Prats has an amazing tutorial about it!
3. Implement code to instantiate objects on top of earth
This thread should help.
If you need help on something, make sure to post it here and we (the community) will try to help!
I've just build few models in MagicsVoxel editor and imported them into unity 2019.3.10f1.
But when adding any light (Point, Object with emissive materials) to one of the room, saw that liht passes through walls.
Help please, tried many different solutions.
Thanks.
I think the emmision is in the walls. What i mena by that is that you have an emission shape of the light source it looks like a hitbox and i think you have that going trough the walls, and that may be the reason it passes trough them
Just select the light, and set shadow type to 'hard shadows' or 'soft shadows'
Be sure shadows are enabled from quality settings
I'd like to make a little game in my off-time, and I want it to have a procedurally-generated world. I'm not going to ask you guys to do my research for me, and I already have some ideas on how I'd do it, but if anyone can point me to some reading material for already-known methods, I'd greatly appreciate it!
Try out Wave Function Collapse.
There is a pretty good documentation and possible for 2D and 3D.
https://robertheaton.com/2018/12/17/wavefunction-collapse-algorithm/ by Robert Heaton
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.