1069 lines
43 KiB
Plaintext
1069 lines
43 KiB
Plaintext
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Name: HelpDatabase
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m_EditorClassIdentifier:
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entries:
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- id: 1
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category: 0
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question: What is Polaris?
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answer: "Polaris is a complete solution for creating stunning large scale stylized
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environment, especially built for Unity developer. This is a must-have asset
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which saves you thousands hours of work and tons of effort, give you more time
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and resources to focus on other aspects of you game.\r"
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links: []
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- id: 2
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category: 0
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question: How to contact the developer for support?
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answer: 'For support, report a bug or request a feature, please contact: support@pinwheel.studio'
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links:
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- displayText: Send an email
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link: mailto:support@pinwheel.studio?subject=[POLARIS%20V2]%20SHORT_QUESTION&body=DETAIL_QUESTION
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- id: 3
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category: 0
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question: How to contact the developer for business?
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answer: "For business, please contact: hello@pinwheel.studio\r"
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links:
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- displayText: Send an email
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link: mailto:hello@pinwheel.studio?subject=[POLARIS%20V2]%20SHORT_QUESTION&body=DETAIL_QUESTION
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- id: 4
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category: 0
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question: What's new in v2.0.0?
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answer: This is the initial release, everything is new!
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links: []
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- id: 5
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category: 0
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question: What is the different between Polaris and other low poly terrain tools?
|
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|
answer: "Different from other stylized terrain engine, Polaris is the first one
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which support for multi-terrains editing, empowered by GPU technologies, providing
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the smoothest experience. It also give you the most flexible workflow by combining
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the traditional sculpting or the modern procedural method, or somewhere in
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|
between.\r"
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links: []
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- id: 6
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category: 0
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question: Does terrain generated with Polaris run well on mobile platform?
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answer: Absolutely!
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links: []
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- id: 7
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category: 0
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question: Can I use Polaris sample assets in my commercial project?
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answer: Yes, you can!
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links: []
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- id: 8
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category: 0
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question: Getting started with Polaris V2.
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answer: 'Polaris terrains consist of 2 main parts, the terrain component and
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the terrain data container, where the terrain component responsible for generate
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geometry, assign material properties, render trees, etc.
|
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Terrain tools
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|
are built separately from the terrain component, including: Group Tool, Paint
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Tool, Stamp Tool, Spline Tool, etc.
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|
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It support for a wide variety of
|
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|
shading styles, so set up material correctly is very important for some terrain
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tools to work! The Wizard can do this automatically when you create your terrain.
|
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|
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In
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order to support for multi-terrains editing, some properties like Splat textures
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and Foliage prototypes are stored as separate assets instead of bounding to
|
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|
a single terrain.'
|
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|
links:
|
||
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- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.wos6f9aayczp
|
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|
- id: 9
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||
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category: 0
|
||
|
question: Frequently used editor menus.
|
||
|
answer: "You can easily find Polaris functionality in these editor menus:\r\n-
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<b>Assets>Create>Polaris>\u2026</b>: Create Polaris specific assets like Terrain
|
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|
Data, Splat Prototypes Group, Foliage Prototypes Group, etc.\r\n- <b>GameObject>Create>3D
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Object>Polaris>...</b>: Create terrains and terrain tools in the scene.\r\n-
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<b>Window>Polaris>...</b>: Open additional editor window or configure Polaris
|
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global settings."
|
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links: []
|
||
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- id: 10
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category: 0
|
||
|
question: Where can I find more learning resources of this tool?
|
||
|
answer: You can visit the Online Manual, or our YouTube channel for tutorial,
|
||
|
time lapsed videos.
|
||
|
links:
|
||
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- displayText: Online Manual
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit?usp=sharing
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||
|
- displayText: YouTube Channel
|
||
|
link: https://www.youtube.com/channel/UCebwuk5CfIe5kolBI9nuBTg
|
||
|
- id: 11
|
||
|
category: 0
|
||
|
question: Where is the global settings of Polaris V2?
|
||
|
answer: You can edit the global settings of this tool by select <b>Window>Polaris>Project>Settings</b>.
|
||
|
links: []
|
||
|
- id: 12
|
||
|
category: 0
|
||
|
question: How to turn on/off Live Preview?
|
||
|
answer: You can turn on/off Live Preview of terrain tools by checking the Live
|
||
|
Preview option in the Inspector of each tool, or toggle it globally by checking
|
||
|
the Show Live Preview option in Polaris Settings <b>(Window>Polaris>Project>Settings)</b>.
|
||
|
links: []
|
||
|
- id: 13
|
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category: 0
|
||
|
question: How to show/hide terrain chunk game objects in the Hierarchy?
|
||
|
answer: Go to <b>Window>Polaris>Project>Settings</b>, in the Inspector, check/uncheck
|
||
|
the <b>Show Geometry Chunk</b> option.
|
||
|
links: []
|
||
|
- id: 14
|
||
|
category: 0
|
||
|
question: How to change LODs transition distribution of my terrain?
|
||
|
answer: 'Go to Polaris Settings and edit the <b>Lod Transition</b> curve in the
|
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|
Inspector, then regenerate the terrain.
|
||
|
|
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|
This action will affect every
|
||
|
terrains in your project.'
|
||
|
links: []
|
||
|
- id: 15
|
||
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category: 0
|
||
|
question: How to change the default settings for each newly created terrain?
|
||
|
answer: Go to Polaris Settings, expand the <b>Terrain Data Default</b> section,
|
||
|
you can find the default values defined here. For detail on each value, please
|
||
|
see the Manual.
|
||
|
links:
|
||
|
- displayText: Online Manual
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.kpazk1c7vyz4
|
||
|
- id: 16
|
||
|
category: 0
|
||
|
question: How to change the default settings for terrain tools?
|
||
|
answer: Go to Polaris Settings, you can see the default settings for each tool
|
||
|
there.
|
||
|
links: []
|
||
|
- id: 17
|
||
|
category: 0
|
||
|
question: What would happen if I delete the Polaris Settings asset?
|
||
|
answer: <b>DON'T DO THAT!</b> Otherwise you will mess the whole system up!
|
||
|
links: []
|
||
|
- id: 18
|
||
|
category: 0
|
||
|
question: Is there any high quality low poly, stylized asset I can use to build
|
||
|
my scene?
|
||
|
answer: 'We have many asset suggestions to use with this tool. All of them are
|
||
|
high quality.
|
||
|
|
||
|
Go to <b>Window>Polaris>Explore>...</b> to find them,
|
||
|
or use the links below.'
|
||
|
links:
|
||
|
- displayText: Assets from Pinwheel
|
||
|
link: https://assetstore.unity.com/publishers/17305?aid=1100l3QbW&Pubref=polaris2editor
|
||
|
- displayText: Vegetation assets
|
||
|
link: https://assetstore.unity.com/lists/stylized-vegetation-120082?aid=1100l3QbW&Pubref=polaris2editor
|
||
|
- displayText: Rock and props assets
|
||
|
link: https://assetstore.unity.com/lists/stylized-rock-props-120083?aid=1100l3QbW&Pubref=polaris2editor
|
||
|
- displayText: Water assets
|
||
|
link: https://assetstore.unity.com/lists/stylized-water-120085?aid=1100l3QbW&Pubref=polaris2editor
|
||
|
- displayText: Sky and ambient assets
|
||
|
link: https://assetstore.unity.com/lists/stylized-sky-and-ambient-120088?aid=1100l3QbW&Pubref=polaris2editor
|
||
|
- displayText: Character assets
|
||
|
link: https://assetstore.unity.com/lists/stylized-character-120084?aid=1100l3QbW&Pubref=polaris2editor
|
||
|
- id: 19
|
||
|
category: 0
|
||
|
question: How to upgrade my terrain to use Lightweight Render Pipeline (LWRP)?
|
||
|
answer: 'Do the following steps to upgrade to LWRP:
|
||
|
|
||
|
1. Import related
|
||
|
packages: Open the Package Manager and import <b>Lightweight RP (com.unity.render-pipeline.lightweight)</b>
|
||
|
and <b>Shader Graph (com.unity.shadergraph)</b>.
|
||
|
|
||
|
2. Re-configure Polaris:
|
||
|
go to <b>Window>Polaris>Project>Update Dependencies</b>
|
||
|
|
||
|
3. Update terrain
|
||
|
material: Select an appropriate terrain shader, they are provided under <b>Polaris/LWRP/Terrain/...</b>
|
||
|
shader group. Newly created terrain will be configure automatically by the
|
||
|
Wizard.
|
||
|
|
||
|
4. Update tree billboard material: Use the <b>Polaris/LWRP/Foliage/TreeBillboard</b>
|
||
|
shader for your Billboard asset material.
|
||
|
|
||
|
5. Update 3rd parties art
|
||
|
assets material: Use shaders provided under <b>Lightweight Render Pipeline/...</b>
|
||
|
group.'
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.u98e37tgk5kx
|
||
|
- id: 20
|
||
|
category: 0
|
||
|
question: How to upgrade my terrain to use High Definition Render Pipeline (HDRP)?
|
||
|
answer: The High Definition Render Pipeline (HDRP) is not supported yet. This
|
||
|
feature will be added until HDRP is out of preview.
|
||
|
links: []
|
||
|
- id: 21
|
||
|
category: 0
|
||
|
question: How to create a new terrain?
|
||
|
answer: 'Go to <b>GameObject>3D Object>Polaris>Stylized Terrain (Wizard)</b>,
|
||
|
this will bring up a window for material config. Depend on your project, select
|
||
|
an appropriate Lighting Model and Texturing Model, then click Create.
|
||
|
|
||
|
Your
|
||
|
terrain game object should appear in the Hierarchy, and your terrain data with
|
||
|
related stuffs will appear in the <b>Assets/</b> directory.'
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.bzz4mwzhr8w5
|
||
|
- id: 22
|
||
|
category: 0
|
||
|
question: Where is my Terrain Data stored?
|
||
|
answer: After created, you terrain data asset will be stored in <b>Assets/</b>
|
||
|
directory with some related stuffs. You can move them to other directory for
|
||
|
better organization.
|
||
|
links: []
|
||
|
- id: 23
|
||
|
category: 0
|
||
|
question: What do Geometry properties mean?
|
||
|
answer: To learn more about Geometry properties, click the link below.
|
||
|
links:
|
||
|
- displayText: Online Manual
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.jd7837nv2rli
|
||
|
- id: 24
|
||
|
category: 0
|
||
|
question: What do Shading properties mean?
|
||
|
answer: To learn more about Shading properties, click the link below.
|
||
|
links:
|
||
|
- displayText: Online Manual
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.jd7837nv2rli
|
||
|
- id: 25
|
||
|
category: 0
|
||
|
question: What do Rendering properties mean?
|
||
|
answer: To learn more about Rendering properties, click the link below.
|
||
|
links:
|
||
|
- displayText: Online Manual
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.jd7837nv2rli
|
||
|
- id: 26
|
||
|
category: 0
|
||
|
question: What do Foliage properties mean?
|
||
|
answer: To learn more about Foliage properties, click the link below.
|
||
|
links:
|
||
|
- displayText: Online Manual
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.f6p2gwpxaut5
|
||
|
- id: 27
|
||
|
category: 0
|
||
|
question: What do General properties mean?
|
||
|
answer: To learn more about General properties, click the link below.
|
||
|
links:
|
||
|
- displayText: Online Manual
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.f6p2gwpxaut5
|
||
|
- id: 28
|
||
|
category: 0
|
||
|
question: How to connect terrains together?
|
||
|
answer: "Select a terrain, in the Inspector, under General foldout, you can see
|
||
|
4 slot corresponding to its 4 neighbors. \nAssign the neighbor into appropriate
|
||
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slot.\nNote that linking them on a single terrain is not enough, you have to
|
||
|
link them on both side."
|
||
|
links: []
|
||
|
- id: 29
|
||
|
category: 1
|
||
|
question: My geometry seam across terrains doesn't match up, how to fix it?
|
||
|
answer: 'To match geometry seam across terrains in the scene, you have to link
|
||
|
them together, then re-generate them.
|
||
|
|
||
|
Moreover, some geometry properties
|
||
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must be identical between them:
|
||
|
|
||
|
- Width
|
||
|
|
||
|
- Height
|
||
|
|
||
|
- Length
|
||
|
|
||
|
-
|
||
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Mesh Base Resolution
|
||
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|
||
|
- Mesh Resolution
|
||
|
|
||
|
- Chunk Grid Size
|
||
|
|
||
|
You
|
||
|
should use Group Tool to manage these properties easier.'
|
||
|
links:
|
||
|
- displayText: How to connect terrains together?
|
||
|
link: ~How to connect terrain together?
|
||
|
- displayText: How to use Group Tool?
|
||
|
link: ~How to use Group Tool?
|
||
|
- id: 30
|
||
|
category: 0
|
||
|
question: What is terrain Group Id?
|
||
|
answer: "It is an integer number to group terrains in the scene. This will affect
|
||
|
how terrain tools work. For example you can have terrains in the play area
|
||
|
with Group Id 0, and terrain in the background with Group Id 1, etc.\r"
|
||
|
links: []
|
||
|
- id: 31
|
||
|
category: 1
|
||
|
question: How to save some storage memory of Terrain Data?
|
||
|
answer: 'It is important to optimize your memory usage. For Terrain Data, you
|
||
|
can save some megabytes by reducing the resolution of unused maps.
|
||
|
|
||
|
For
|
||
|
example, if your shading model is Lambert Gradient Lookup, then the following
|
||
|
map maybe unused:
|
||
|
|
||
|
- Metallic Map
|
||
|
|
||
|
- Splat Control Maps
|
||
|
|
||
|
Set
|
||
|
the resolution of these maps to its lowest value (32).
|
||
|
|
||
|
Furthermore,
|
||
|
instead of having a super high resolution of height map, such as 4k, which
|
||
|
doesn''t make sense with low poly, we can reduce it to somewhere around 512
|
||
|
or 1024.'
|
||
|
links: []
|
||
|
- id: 32
|
||
|
category: 0
|
||
|
question: What kind of data is packed in the Height Map?
|
||
|
answer: 'Polaris V2 combined several geometrical infomation in a single height
|
||
|
map to optimize data storage and sampling speed. Each channel in the Height
|
||
|
Map represent different things:
|
||
|
|
||
|
- RG: normalized height value, encoded.
|
||
|
|
||
|
-
|
||
|
B: additional subdivision level. (G value of 0.1 equals to 1 step of subdivision).
|
||
|
|
||
|
-
|
||
|
A: visibility value, polygon with this value higher than 0.5 will be strip
|
||
|
off.'
|
||
|
links: []
|
||
|
- id: 33
|
||
|
category: 0
|
||
|
question: How to create a Splat Prototypes Group?
|
||
|
answer: Go to <b>Assets>Create>Polaris>Splat Prototypes Group</b> and give the
|
||
|
asset an appropriate name. Select the asset, in the Inspector, try drop a texture
|
||
|
into the selector box, you should see the prototype appear.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.ub8ldu9so77
|
||
|
- displayText: Setting up terrain for Splat painting.
|
||
|
link: ~Setting up terrain for Splat painting
|
||
|
- id: 34
|
||
|
category: 0
|
||
|
question: How to create a Tree Prototypes Group?
|
||
|
answer: Go to <b>Assets>Create>Polaris>Tree Prototypes Group</b> and give the
|
||
|
asset an appropriate name. Select the asset, in the Inspector, try drop a prefab
|
||
|
into the selector box, you should see the prototype appear.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.ft36k6vrb5pg
|
||
|
- displayText: Setting up terrain for Tree painting.
|
||
|
link: ~Setting up terrain for Tree painting
|
||
|
- id: 35
|
||
|
category: 0
|
||
|
question: How to create a Grass Prototypes Group?
|
||
|
answer: Go to <b>Assets>Create>Polaris>Grass Prototypes Group</b> and give the
|
||
|
asset an appropriate name. Select the asset, in the Inspector, try drop a grass
|
||
|
texture into the selector box, you should see the prototype appear.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.ddi7l7ag8rvo
|
||
|
- displayText: Setting up terrain for Grass painting.
|
||
|
link: ~Setting up terrain for Grass painting
|
||
|
- id: 36
|
||
|
category: 4
|
||
|
question: How to create a Billboard Asset?
|
||
|
answer: 'Polaris comes with a handy Billboard Asset creator to use with tree
|
||
|
rendering. Go to <b>Window>Polaris>Tools>Billboard Creator</b> to open the
|
||
|
editor.
|
||
|
|
||
|
'
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.lpjmpvn8ugzc
|
||
|
- id: 37
|
||
|
category: 4
|
||
|
question: What is a Billboard Asset?
|
||
|
answer: 'Billboard Asset describes how a billboard is rendered.
|
||
|
|
||
|
Billboards
|
||
|
are a level-of-detail (LOD) method of drawing complicated 3D objects in a simpler
|
||
|
manner if they are further away.
|
||
|
|
||
|
For more infomation, please visit Unity
|
||
|
Documentation.'
|
||
|
links:
|
||
|
- displayText: Unity Documentation.
|
||
|
link: https://docs.unity3d.com/ScriptReference/BillboardAsset.html
|
||
|
- id: 38
|
||
|
category: 4
|
||
|
question: What is the fastest way to fit my billboard images into the atlas in
|
||
|
Billboard Creator?
|
||
|
answer: On the right pane of the Billboard Creator, expand the Utilities section
|
||
|
and hit Fit Camera.
|
||
|
links: []
|
||
|
- id: 39
|
||
|
category: 4
|
||
|
question: How to toggle Alpha channel in Billboard Creator?
|
||
|
answer: Click the <b>A</b> button on its toolbar.
|
||
|
links: []
|
||
|
- id: 40
|
||
|
category: 1
|
||
|
question: Trees and Grasses on my terrain disappeared, how to fix it?
|
||
|
answer: 'Select the terrain, there are several thing that would affect foliage
|
||
|
rendering:
|
||
|
|
||
|
- Make sure you have assigned <b>Tree & Grass Prototypes
|
||
|
Group</b> for it.
|
||
|
|
||
|
- Make sure there are foliages on you terrain, the
|
||
|
<b>instance count</b> is listed under Foliage section.
|
||
|
|
||
|
- Under the Rendering
|
||
|
section, enable <b>Draw Foliage</b> and set appropriate <b>Billboard Start,
|
||
|
Tree Distance, Grass Distance</b> values.'
|
||
|
links: []
|
||
|
- id: 41
|
||
|
category: 2
|
||
|
question: What is Group Tool?
|
||
|
answer: "Group Tool provides a simple and easy way to override properties across
|
||
|
tiles in a group, selectively, at once! \r\nUsually, Group Tool is automatically
|
||
|
created when you add the first terrain into the scene. If not, go to <b>GameObject>3D
|
||
|
Object>Polaris>Tools>Group</b> to add one."
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.1dp5fklhpfxe
|
||
|
- id: 42
|
||
|
category: 2
|
||
|
question: How to create a Group Tool object?
|
||
|
answer: Usually, Group Tool is automatically created when you add the first terrain
|
||
|
into the scene. If not, go to <b>GameObject>3D Object>Polaris>Tools>Group</b>
|
||
|
to add one.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.1dp5fklhpfxe
|
||
|
- id: 43
|
||
|
category: 2
|
||
|
question: Can I have multiple Group Tool object in a scene?
|
||
|
answer: 'Yes, you can.
|
||
|
|
||
|
It is practical to have multiple Group Tool object
|
||
|
in a scene for better management where each instance will drive a terrain group.'
|
||
|
links: []
|
||
|
- id: 44
|
||
|
category: 2
|
||
|
question: How to override a properties using Group Tool?
|
||
|
answer: To do that, turn on the checkbox on the left of the properties you want
|
||
|
to override, then enter your values.
|
||
|
links: []
|
||
|
- id: 45
|
||
|
category: 2
|
||
|
question: Is it possible to override multiple properties before re-generate terrains
|
||
|
using Group Tool?
|
||
|
answer: Yes, turn on the <b>Deferred Update</b> option, then override your properties.
|
||
|
Finally, hit <b>Update</b>.
|
||
|
links:
|
||
|
- displayText: How to override a properties?
|
||
|
link: ~How to override a properties using Group Tool?
|
||
|
- id: 46
|
||
|
category: 2
|
||
|
question: How to automatically align, re-arrange terrains in the scene using
|
||
|
Group Tool?
|
||
|
answer: 'Select the Group Tool instance, under Re-Arrange section, hit Re-Arrange.
|
||
|
|
||
|
However,
|
||
|
this function have some requirement to work correctly:
|
||
|
|
||
|
- <b>Width</b>
|
||
|
and <b>Length</b> properties have to be overriden.
|
||
|
|
||
|
- <b>Neighbor connection</b>
|
||
|
between terrains have to be set.
|
||
|
|
||
|
<b>Note:</b> this function does not
|
||
|
ensure terrain to place around world origin point.'
|
||
|
links: []
|
||
|
- id: 47
|
||
|
category: 2
|
||
|
question: How to assign a terrain into a group?
|
||
|
answer: Select the terrain, under <b>General</b> section, set its <b>Group Id</b>
|
||
|
links: []
|
||
|
- id: 48
|
||
|
category: 3
|
||
|
question: What is Backup Tool?
|
||
|
answer: Backup Tool is a robust, non-linear way to store/restore editing history,
|
||
|
a companion of Unity built-in Undo system when working with Polaris V2.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.ov02t6kaoi2g
|
||
|
- id: 49
|
||
|
category: 3
|
||
|
question: How to open the Backup Tool?
|
||
|
answer: Go to <b>Window>Polaris>Tools>Backup</b>
|
||
|
links: []
|
||
|
- id: 50
|
||
|
category: 3
|
||
|
question: What is the different between Backup and History?
|
||
|
answer: They are both compressed terrain data, where Backup remains on disk across
|
||
|
editor sections, and History will be flushed when the editor closed.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.a6obghvy5o24
|
||
|
- id: 51
|
||
|
category: 3
|
||
|
question: How to create a Backup entry?
|
||
|
answer: 'In the Backup editor, under <b>Create Backup</b> section, select your
|
||
|
desired Group Id, give the backup a name, then hit Create.
|
||
|
|
||
|
The created
|
||
|
Backup will be listed under <b>Available Backups</b> section.'
|
||
|
links: []
|
||
|
- id: 52
|
||
|
category: 3
|
||
|
question: How to create a History entry?
|
||
|
answer: 'History entries are automatically created by terrain tools, they are
|
||
|
listed under History section.
|
||
|
|
||
|
To create History for your custom terrain
|
||
|
tool, please contact me directly for more detail instruction.'
|
||
|
links:
|
||
|
- displayText: Send an email.
|
||
|
link: mailto:support@pinwheel.studio?subject=[POLARIS%20V2]%20SHORT_QUESTION&body=DETAIL_QUESTION
|
||
|
- id: 53
|
||
|
category: 3
|
||
|
question: How to restore a Backup/History entry?
|
||
|
answer: Simply click on it.
|
||
|
links: []
|
||
|
- id: 54
|
||
|
category: 3
|
||
|
question: How to delete a Backup/History entry?
|
||
|
answer: 'Right click on it, select Delete and confirm.
|
||
|
|
||
|
<b>This action
|
||
|
cannot be undone!</b>'
|
||
|
links: []
|
||
|
- id: 55
|
||
|
category: 3
|
||
|
question: How to delete all History entries?
|
||
|
answer: 'Click on Clear button on the right of the History foldout, then confirm.
|
||
|
|
||
|
<b>This
|
||
|
action cannot be undone!</b>'
|
||
|
links: []
|
||
|
- id: 56
|
||
|
category: 3
|
||
|
question: Where can I find Backup and History entries on disk?
|
||
|
answer: They are store in PolarisBackup folder, as the same level with Assets
|
||
|
folder.
|
||
|
links: []
|
||
|
- id: 57
|
||
|
category: 3
|
||
|
question: How to keep History entries from being deleted when the Unity Editor
|
||
|
is closed?
|
||
|
answer: Go to Polaris Settings, under Backup Tool Settings, select <b>Dont Clear
|
||
|
History On Editor Exit</b>.
|
||
|
links:
|
||
|
- displayText: Where is Polaris Settings?
|
||
|
link: ~Where is Polaris Settings?
|
||
|
- id: 58
|
||
|
category: 3
|
||
|
question: How to fix memory error when creating Backup/History?
|
||
|
answer: 'Backup Tool preserves a fix amount of memory which is used for compression
|
||
|
and decompression. Sometime you may encounter an error related to memory, because
|
||
|
your texture resolution are too high or there is many terrains in the group.
|
||
|
|
||
|
To
|
||
|
fix this, go to Polaris Settings, under Backup Tool Settings, increase the
|
||
|
amount of <b>Buffer Size MB</b> then retry.'
|
||
|
links: []
|
||
|
- id: 59
|
||
|
category: 5
|
||
|
question: What is Paint Tool?
|
||
|
answer: Paint Tool let you sculpt terrain geometry, apply color and texture,
|
||
|
spawn trees and grasses onto terrain surface. It is quite similar to other
|
||
|
image processing softwares.
|
||
|
links:
|
||
|
- displayText: Geometry and Texture painter.
|
||
|
link: ~Geometry and Texture painter.
|
||
|
- displayText: Foliage painter.
|
||
|
link: ~Foliage painter.
|
||
|
- id: 60
|
||
|
category: 5
|
||
|
question: How to create a Geometry and Texture painter?
|
||
|
answer: "Usually, it will be automatically created when you add the first terrain
|
||
|
into the scene. If not, go to <b>GameObject>3D Object>Polaris>Tools>Geometry
|
||
|
- Texture Painter</b> to create one.\r"
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.jhx3p8jeipnu
|
||
|
- id: 61
|
||
|
category: 5
|
||
|
question: How to quickly switch between paint mode?
|
||
|
answer: 'You can change paint mode by click on the Mode drop down in the inspector.
|
||
|
|
||
|
In
|
||
|
the Scene view, you can use function key <b>F1, F2, ..., Fn</b> to switch between
|
||
|
them.'
|
||
|
links: []
|
||
|
- id: 62
|
||
|
category: 5
|
||
|
question: How to change painter brush size, rotation and opacity using hotkeys?
|
||
|
answer: 'In the Scene View, you can use these hot key to quickly change brush
|
||
|
sizez, rotation and opacity:
|
||
|
|
||
|
- ''-'' and ''='': change brush size.
|
||
|
|
||
|
-
|
||
|
''['' and '']'': change brush rotation.
|
||
|
|
||
|
- '';'' and '''''': change brush
|
||
|
opacity.'
|
||
|
links: []
|
||
|
- id: 63
|
||
|
category: 5
|
||
|
question: What is the usage of each paint mode?
|
||
|
answer: Each paint mode has different usage, please see the Manual for detail.
|
||
|
links:
|
||
|
- displayText: Online Manual.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.mqtrs6c9qsjv
|
||
|
- id: 64
|
||
|
category: 5
|
||
|
question: My painter doesn't record History for undo, how to fix it?
|
||
|
answer: 'Paint Tool have an option to enable/disable History recording.
|
||
|
|
||
|
Select
|
||
|
the painter, in the Inspector, check on the <b>Enable History</b> option.'
|
||
|
links: []
|
||
|
- id: 65
|
||
|
category: 5
|
||
|
question: The editor slightly lag when I release my mouse on painting, how to
|
||
|
fix it?
|
||
|
answer: 'The issue is caused by History recording, you can fix it by one of the
|
||
|
following method:
|
||
|
|
||
|
- Split terrains into several smaller group.
|
||
|
|
||
|
-
|
||
|
Reduce terrain texture resolution.
|
||
|
|
||
|
- Disable History recording by turn
|
||
|
off the <b>Enable History</b> option in the Inspector. This way you can no
|
||
|
longer perform undo/redo when making a mistake.
|
||
|
|
||
|
However, this also happen
|
||
|
when working with Grass Painter, because it have to do some batching and optimization.
|
||
|
Be patient!'
|
||
|
links: []
|
||
|
- id: 66
|
||
|
category: 5
|
||
|
question: How to add custom brush mask to use with Paint Tool?
|
||
|
answer: "To add custom brush mask, simply put your texture into the <b>Assets/Polaris/Resources/Brushes</b>
|
||
|
directory, then disable-enable the painter component for the brushes to be
|
||
|
reloaded.\r"
|
||
|
links: []
|
||
|
- id: 67
|
||
|
category: 0
|
||
|
question: The Paint Tool does nothing to my terrain, how to fix it?
|
||
|
answer: "Sometime the result doesn\u2019t show up when painting, this is caused
|
||
|
mainly by incorrect material setup, where the material doesn\u2019t use the
|
||
|
texture which the painter is working on. For example: painting splat on a gradient
|
||
|
lookup material doesn\u2019t show anything."
|
||
|
links:
|
||
|
- displayText: Materials and shading styles in Polaris V2.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.z9savm4lzmgg
|
||
|
- id: 68
|
||
|
category: 5
|
||
|
question: Set up terrain for color painting.
|
||
|
answer: 'For the Color painter (aka Albedo painter) to work, you have to choose
|
||
|
a material that utilize Albedo map (ex: Standard shader, Gradient Lookup variation),
|
||
|
assign that material to the terrain and you are ready to go.
|
||
|
|
||
|
'
|
||
|
links: []
|
||
|
- id: 69
|
||
|
category: 5
|
||
|
question: Set up terrain for metallic and smoothness painting.
|
||
|
answer: 'For the Metallic, Smoothness painter to work, you have to choose a material
|
||
|
that utilize Metallic map (ex: Standard shader, Gradient Lookup variation),
|
||
|
assign that material to the terrain and you are ready to go.
|
||
|
|
||
|
'
|
||
|
links: []
|
||
|
- id: 70
|
||
|
category: 5
|
||
|
question: Set up terrain for splats/textures painting.
|
||
|
answer: 'For the Splat painter to work, you have to:
|
||
|
|
||
|
- Choose a material
|
||
|
that utilize splat maps (ex: Lambert 4 Splats, Lambert 4 Splats 4 Normals,
|
||
|
etc.), assign that material to the terrain.
|
||
|
|
||
|
- Create and assign a Splat
|
||
|
Prototypes Group to the terrain.
|
||
|
|
||
|
Then, you are ready to paint!'
|
||
|
links:
|
||
|
- displayText: How to create a Splat Prototypes Group?
|
||
|
link: ~How to create a Splat Prototypes Group?
|
||
|
- id: 71
|
||
|
category: 5
|
||
|
question: Set up terrain for tree painting.
|
||
|
answer: For the Tree painter to work, you have to create a Tree Prototypes Group
|
||
|
and assign it to the terrain, then you are ready to go.
|
||
|
links:
|
||
|
- displayText: How to create a Tree Prototype Group?
|
||
|
link: ~How to create a Tree Prototypes Group?
|
||
|
- id: 72
|
||
|
category: 5
|
||
|
question: Set up terrain for grass painting.
|
||
|
answer: For the Grass painter to work, you have to create a Grass Prototypes
|
||
|
Group and assign it to the terrain, then you are ready to go.
|
||
|
links:
|
||
|
- displayText: How to create a Grass Prototype Group?
|
||
|
link: ~How to create a Grass Prototypes Group?
|
||
|
- id: 73
|
||
|
category: 5
|
||
|
question: How to create a Foliage Painter?
|
||
|
answer: "Usually, it is automatically created when you add the first terrain.
|
||
|
If not, go to <b>GameObject>3D Object>Polaris>Tools>Foliage Painter</b> to
|
||
|
add one.\r"
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.as83fysh5mjb
|
||
|
- id: 74
|
||
|
category: 5
|
||
|
question: How to add some randomness to spawned trees and grasses using Foliage
|
||
|
Filter?
|
||
|
answer: 'Initially, painted instances will have default transform properties
|
||
|
(rotation of 0 and scale of 1), this will introduce a repetitive pattern. To
|
||
|
add some randomness, you can use some filters. To add a filter, click on Add
|
||
|
Filter button and select one of them.
|
||
|
|
||
|
There are several filter types:
|
||
|
|
||
|
-
|
||
|
Distance Constraint
|
||
|
|
||
|
- Height Constraint
|
||
|
|
||
|
- Slope Constraint
|
||
|
|
||
|
-
|
||
|
Randomize Rotation
|
||
|
|
||
|
- Randomize Scale
|
||
|
|
||
|
- Clamp Scale'
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.sbdszhxy8qyx
|
||
|
- id: 75
|
||
|
category: 5
|
||
|
question: How to bypass a Foliage Filter?
|
||
|
answer: In the Inspector, check on the Ignore option.
|
||
|
links: []
|
||
|
- id: 76
|
||
|
category: 6
|
||
|
question: What is Spline Creator?
|
||
|
answer: "Spline Creator is a handy tool to perform some specific operation along
|
||
|
a spline like making ramp, painting path or spawning trees, etc.\r"
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.xhfsmg37exv5
|
||
|
- id: 77
|
||
|
category: 6
|
||
|
question: How to create a Spline Creator?
|
||
|
answer: "To add a Spline Creator into your scene, go to <b>GameObject>3D Object>Polaris>Tools>Spline</b>.
|
||
|
\r"
|
||
|
links: []
|
||
|
- id: 78
|
||
|
category: 6
|
||
|
question: How to modify splines with Spline Creator?
|
||
|
answer: "There are some actions when working with spline:\r\n- Left Click: select
|
||
|
an Anchor or Segment\r\n- Shift Click: Add a new Anchor, this anchor will automatically
|
||
|
connected to the selected one and may create a new branch.\r\n- Shift Click
|
||
|
between 2 anchors: connect 2 anchors.\r\n- Ctrl Click: remove an Anchor or
|
||
|
Segment.\r\n- Ctrl Click on the dotted line: snap the Anchor onto surface.\r"
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.xhfsmg37exv5
|
||
|
- id: 79
|
||
|
category: 6
|
||
|
question: What is and how to use Spline Modifier?
|
||
|
answer: "The Spline Creator only responsible for creating base spline. To apply
|
||
|
an operation based on that spline, you have to add a Spline Modifier, by click
|
||
|
on Add Modifier:\r\n- Ramp Maker: making a ramp by modify terrain Height map.\r\n-
|
||
|
Path Painter: making a path by painting on Albedo or Splat map.\r\n- Foliage
|
||
|
Spawner: spawn trees and grasses along the path.\r\n- Foliage Remover: clear
|
||
|
trees and grasses along the path.\r"
|
||
|
links: []
|
||
|
- id: 80
|
||
|
category: 7
|
||
|
question: What is Geometry Stamper?
|
||
|
answer: It is a terrain tool which let you stamp features onto terrain surface,
|
||
|
using a mask texture and some special math operation.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.nm2lixy4g6y2
|
||
|
- id: 81
|
||
|
category: 7
|
||
|
question: How to create a Geometry Stamper?
|
||
|
answer: "Go to <b>GameObject>3D Object>Polaris>Tools>Stampers</b>, this will
|
||
|
create other kind of stamper like Texture Stamper and Foliage Stamper, etc.\r"
|
||
|
links: []
|
||
|
- id: 82
|
||
|
category: 7
|
||
|
question: What is the formula behind each geometry stamp operations?
|
||
|
answer: We have a section describes each operation in the Manual, please see
|
||
|
it for more detail.
|
||
|
links:
|
||
|
- displayText: Online Manual.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.vegas3xw5x1k
|
||
|
- id: 83
|
||
|
category: 7
|
||
|
question: How to move, rotate and scale the stamper?
|
||
|
answer: 'There are 2 ways to do that:
|
||
|
|
||
|
- Modify the Position, Rotation
|
||
|
and Scale properties in the Inspector.
|
||
|
|
||
|
- Use the transform handle in
|
||
|
the scene view, press W, E, R to switch between move, rotate and scale tool.'
|
||
|
links: []
|
||
|
- id: 84
|
||
|
category: 0
|
||
|
question: Terrain tools don't display Live Preview, how to fix it?
|
||
|
answer: 'For Live Preview to show in the scene view, make sure:
|
||
|
|
||
|
- You
|
||
|
have turn it on.
|
||
|
|
||
|
- Your terrain rotation is (0,0,0) and scale is (1,1,1).
|
||
|
It will be disable if you have different rotation and scale.'
|
||
|
links:
|
||
|
- displayText: How to turn on Live Preview?
|
||
|
link: ~How to turn on Live Preview?
|
||
|
- id: 85
|
||
|
category: 7
|
||
|
question: How to add more detail/subdivision to terrain geometry after stamping?
|
||
|
answer: You can increase the <b>Additional Mesh Resolution</b> value.
|
||
|
links: []
|
||
|
- id: 86
|
||
|
category: 7
|
||
|
question: What is Texture Stamper?
|
||
|
answer: It is a terrain tool which let you perform procedural texturing onto
|
||
|
the terrain surface, instead of painting by hand.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.taksayu2wvh6
|
||
|
- id: 87
|
||
|
category: 7
|
||
|
question: How to create a Texture Stamper?
|
||
|
answer: "Go to <b>GameObject>3D Object>Polaris>Tools>Stampers</b>. This will
|
||
|
create other types of stampers as well.\r"
|
||
|
links: []
|
||
|
- id: 88
|
||
|
category: 7
|
||
|
question: How Texture Stamper works?
|
||
|
answer: 'Texture Stamper also has basic properties similar to Geometry Stamper
|
||
|
to define the shape. In additional, it is consist of multiple stamp layer,
|
||
|
which will be apply one by one onto the surface. '
|
||
|
links:
|
||
|
- displayText: Geometry Stamper.
|
||
|
link: ~Geometry Stamper
|
||
|
- id: 89
|
||
|
category: 7
|
||
|
question: What is the meaning of each Texture Stamper property?
|
||
|
answer: We have a section describes this in detail, see the Online Manual.
|
||
|
links:
|
||
|
- displayText: Online Manual.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.uc4nhyo1smfb
|
||
|
- id: 90
|
||
|
category: 7
|
||
|
question: What is noise origin, frequency, laccunarity, persistence, octaves?
|
||
|
answer: The video below is an excellent explanation for that.
|
||
|
links:
|
||
|
- displayText: YouTube
|
||
|
link: https://www.youtube.com/watch?v=wbpMiKiSKm8&list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3&index=1
|
||
|
- id: 91
|
||
|
category: 7
|
||
|
question: What is Foliage Stamper?
|
||
|
answer: It is a terrain tool which let you perform procedural foliage placement
|
||
|
instead of painting by hand.
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.oz4ufiex48pa
|
||
|
- id: 92
|
||
|
category: 7
|
||
|
question: How to create a Foliage Stamper?
|
||
|
answer: Go to GameObject>3D Object>Polaris>Tools>Stampers. This will create other
|
||
|
types of stamper too.
|
||
|
links: []
|
||
|
- id: 93
|
||
|
category: 7
|
||
|
question: What is the meaning of each Foliage Stamper layer property?
|
||
|
answer: We have a section describes this in detail, see the Online Manual.
|
||
|
links:
|
||
|
- displayText: Online Manual.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#bookmark=id.bijhtgmjx3ep
|
||
|
- id: 94
|
||
|
category: 7
|
||
|
question: It took too long for grass stamping, how to fix it?
|
||
|
answer: "Grass stamping maybe time-consuming since it have to perform some batching
|
||
|
and optimization. It\u2019s better to stamp on a particular region instead
|
||
|
of a whole terrain to avoid the editor from hanging too long."
|
||
|
links: []
|
||
|
- id: 95
|
||
|
category: 1
|
||
|
question: How to fix missing polygon when working with geometry?
|
||
|
answer: "Sometime you can see some polygon is missing on the surface, to fix
|
||
|
this, you can use a geometry painter to paint over the missing spot, it will
|
||
|
regenerate and close the gap. \nThe best painter type to use in this situation
|
||
|
is Subdiv Painter."
|
||
|
links: []
|
||
|
- id: 96
|
||
|
category: 0
|
||
|
question: How to create Tree Colliders?
|
||
|
answer: "Tree Collider component is automatically added as a child game object
|
||
|
of your terrain. Each Tree Collider will track only one target, to have more
|
||
|
target, you can add another Tree Collider by go to <b>GameObject>3D Object>Polaris>Tree
|
||
|
Collider</b>.\r"
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.tyfjeebxpmaf
|
||
|
- id: 97
|
||
|
category: 0
|
||
|
question: Prepare for Nav Mesh baking.
|
||
|
answer: "Terrain geometry will be automatically marked as Navigation Static,
|
||
|
so Unity can easily grab it for nav mesh baking. However, trees rendered with
|
||
|
Polaris are not game objects, so Unity don\u2019t know how to carve holes on
|
||
|
the nav mesh for more precise result. You have to use a <b>Navigation Helper</b>
|
||
|
tool to deal with this. Go to <b>GameObject>3D Object>Polaris>Tools>Navigation
|
||
|
Helper</b> to create one.\n"
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.u98e37tgk5kx
|
||
|
- id: 98
|
||
|
category: 5
|
||
|
question: How to cut a hole on terrain surface to create a cave entrance?
|
||
|
answer: You can use the Visibility Painer.
|
||
|
links: []
|
||
|
- id: 99
|
||
|
category: 0
|
||
|
question: How to create geometry bridges and overhangs?
|
||
|
answer: Polaris V2 doesn't support for this yet, you have to create separate
|
||
|
3D models and put them into the scene.
|
||
|
links: []
|
||
|
- id: 100
|
||
|
category: 0
|
||
|
question: What's new in v2.0.1?
|
||
|
answer: '- New tool: Navigation Helper for carving holes when baking NavMesh.
|
||
|
|
||
|
-
|
||
|
New tool: Help Tool for quickly search for FAQ right in the editor.
|
||
|
|
||
|
-
|
||
|
New component: Tree Collider.
|
||
|
|
||
|
- Faster geometry generation, adding
|
||
|
vertex displacement, Polygon Processor system to inject vertex modification
|
||
|
into generation process.
|
||
|
|
||
|
- Backup files now store outside of Assets
|
||
|
folder.
|
||
|
|
||
|
- Allow drag and drop Terrain Data into Hierarchy & Scene View
|
||
|
to recreate the terrain.'
|
||
|
links: []
|
||
|
- id: 101
|
||
|
category: 5
|
||
|
question: Set up terrain for vertex color painting.
|
||
|
answer: 'Do the following step:
|
||
|
|
||
|
- Select the terrain, under Geometry foldout,
|
||
|
set the Polygon Processor to <b>Albedo To Vertex Color</b> or <b>Albedo To
|
||
|
Vertex Color (Sharp)</b>. This will convert albedo map color to vertex color
|
||
|
after polygon generation.
|
||
|
|
||
|
- Select the Texture Painter, turn on <b>Force
|
||
|
Update Geometry</b>, set paint mode to <b>Albedo</b>.
|
||
|
|
||
|
- Paint.
|
||
|
|
||
|
<b>Your
|
||
|
terrain material should support for vertex color for it to work!</b>'
|
||
|
links: []
|
||
|
- id: 102
|
||
|
category: 0
|
||
|
question: What's new in v2.1.0?
|
||
|
answer: "<b>NEW FEATURES:\r</b>\n- Unity Undo compatible: Undo/Redo work seamlessly
|
||
|
with Backup system by Ctrl+Z and Ctrl+Y.\r\n- Terrain Pinning & Auto Connect:
|
||
|
create neighbor terrain and connect adjacent tiles in one click.\r\n- Detail
|
||
|
Mesh: painting and rendering a huge amount of environment detail like rocks,
|
||
|
debrises, etc.\r\n- Brush Dynamic: more control over brush stroke like radius
|
||
|
jitter, opacity jitter, scatter, etc.\r\n- Data Importer: import data from
|
||
|
Unity terrain data, Polaris V1 data, RAW files and textures.\r\n- Data Exporter:
|
||
|
export data to Unity terrain data, RAW files and textures.\r\n- Unity Terrain
|
||
|
Converter: convert a group of Unity Terrain to low poly, migrate from 3rd parties
|
||
|
tools like Gaia, MapMagic and TerrainComposer is easier than ever!\r\n- Debug
|
||
|
Mode: visualize recently updated chunks in the Scene View, and more.\r\n<b>IMPROVEMENTS:</b>\r\n-
|
||
|
Height Map: now switch to RGBAFloat format for more precise elevation data.\r\n-
|
||
|
Grass/Detail: now can align to surface normal vector.\r\n- Paint Tool cursor:
|
||
|
now follow geometry contour for more comfortable experience.\r\n- Editor GUI
|
||
|
revision: more consistent and organize design.\r\n- Grass mesh batching: now
|
||
|
run asynchronously in the background.\r\n- Generated data storage: more efficient
|
||
|
and compact.\r\n- Stampers: smoother live preview, faster stamping process.\r\n-
|
||
|
Foliage rendering & Tree Collider: improve performance.\r\n- Geometry generation:
|
||
|
reduce memory usage.\r\n<b>FIXES:</b>\r\n- Fix tree/grass incorrect position
|
||
|
after geometry modification.\r\n- Fix foliage rendering culling issues."
|
||
|
links: []
|
||
|
- id: 103
|
||
|
category: 0
|
||
|
question: How to quickly create and connect adjacent terrain tiles?
|
||
|
answer: 'Use the Terrain Pinning and Auto Connect: select a terrain, expand it
|
||
|
Neighboring foldout, then click one of the 4 squares appear in the Scene View,
|
||
|
next to the selected terrain. A new one will be create and connect automatically.'
|
||
|
links:
|
||
|
- displayText: Learn more.
|
||
|
link: https://docs.google.com/document/d/1LQooyrEl2S5qP3w2cvX0RYy1CQvUs6mIBACJ8wNhSnE/edit#heading=h.1bydu4ba8qe9
|
||
|
- id: 104
|
||
|
category: 9
|
||
|
question: How to import data to Polaris Terrain?
|
||
|
answer: 'Select a terrain, expand it Data foldout, click on Import, you can choose
|
||
|
to import data from:
|
||
|
|
||
|
- Unity Terrain Data
|
||
|
|
||
|
- Polaris V1 Data (Requires
|
||
|
Polaris V1 imported)
|
||
|
|
||
|
- RAW files, 8 bits or 16 bits (.raw, .r16)
|
||
|
|
||
|
-
|
||
|
Textures'
|
||
|
links: []
|
||
|
- id: 105
|
||
|
category: 9
|
||
|
question: How to export Polaris data to files?
|
||
|
answer: 'Select a terrain, expand it Data foldout, click on Export, you can choose
|
||
|
to export data to:
|
||
|
|
||
|
- Unity Terrain Data
|
||
|
|
||
|
- RAW files, 8 bits or
|
||
|
16 bits (.raw, .r16)
|
||
|
|
||
|
- Textures'
|
||
|
links: []
|
||
|
- id: 106
|
||
|
category: 9
|
||
|
question: How to convert Unity Terrain to low poly?
|
||
|
answer: "Polaris provides a handy tool to help you to easier migrate from 3rd
|
||
|
parties\u2019 tools like Gaia, MapMagic and TerrainComposer by convert a Unity
|
||
|
terrain group to low poly. <b>Right click on the root game object</b> of the
|
||
|
terrain group, select <b>3D Object>Polaris>Convert From Unity Terrain</b>.\nSelect
|
||
|
what you want to import and where to store converted data, then hit Convert.\r"
|
||
|
links: []
|