How so you fix those Corner light leaking glitch? is it problem on the mesh or lighting. for me it happens on SSGI on both Ray Marching and Ray Tracing
This happens when light has, for example, low resolution and penetrates objects that should stop the light. It is best to use ordinary boxes with Cast shadow set to Shadow Only and place them, for example, on the walls, then external light will not pass through and cause glitches:)
You are amazing! Thanks for this upload too... :) I'll have to check the slow motion version, because the 0,25 solution on youtube with the SPACE key actively pressed was not quite right :)))) Congratulations for being able to make this scene in such high quality in 5 hours. I have had several of your scenes copied for learning and my own improvement , but usually my copying time is at least a factor of 10 compared to yours. Thanks again for making your high quality creations public domain.
Thank you for your kind words:) I think that when slow design appears next Monday, it will be easier for you to see everything. Then just slow down the video by half and everything will be at a normal pace:)
Hello, the channel and the tutorials are really great, I have a problem, the shader works well in the scene window but when I switch to play mode (game window), the shader no longer works, the shadows no longer move however by locking the scene window next to it, there the shader works in the game window.
Thx:) Very strange, try making a scene build and see if it works. If everything is OK in the build, it is possible that you simply have a Unity error and Game View is not refreshing as it should.
You can find free interiors at Geniuscrate Games on the assetstore Other assets that I tested and are ok: - STYLIZED Fantasy Armory - RPG Medieval Props DEMO - Viking Village URP - Mega Fantasy Props Pack - Shed, Tools, Bridges and Fences - Wasteland Cabin but it all depends on what style you need these assets to have:)
Could you please show us how to make trees? Not exactly how to create them. But from the point we have a tree model to the point the terrain system recognizes a tree as a tree (and differentiates between leaves and the rest) with wind animation. Not the build in joke, it looks terrible. And my flowers geometry falls apart with my shader graph wind. Grass works (only 3 faces), but flowers with a few hundreds get torn apart. I can not find a tutorial or any docunentation for it.
You're still struggling with vegetation in Unity:) It's hard for me to give you any advice without insight into the model and shader:( Take a look at how the shader in the HDRP Terrain Demo for vegetation handling is built, maybe it will guide you on how to create a wind shader that works for you:)
Hello, first of all, I would like to say that I greatly admire your work; it is truly amazing, and I hope you continue with it. I am learning new map designs every day, and I really enjoy it. The main reason I'm writing is to ask whether it is possible to make a living from this, or if it can be an additional source of income, like a side job. I'm curious if there are buyers for small maps like the ones you create, or if a map would need to include other priorities to be considered for purchase as a small design project that someone might then code. I'm asking because I enjoy it, and if there were a way to make a living from it in the future, that would be great.
Thank you for your words of appreciation:) At the beginning, I recommend doing this as an additional source of income, because if you work as a freelancer, it may happen that in one month you will have 5 orders and then none for 3 months. As for placing small maps for sale, it is absolutely possible because there will always be a customer who will need, for example, a small area or a dungeon to test their project. An example is that some indie games take place on demo maps from purchased assets:)
Thank you very much for your response. I've been interested in map making for quite some time now, and I always learn a lot from your videos. I always wanted to try programming games, but I realized that I enjoy creating the maps themselves more than the complex task of programming them. That doesn't mean I won't try to program my own map someday, but for now, I find more joy in just creating them. Thank you again for your response, and I'll take your advice. By the way, I'm watching the premiere with one eye, and it's great!
@@SetaLevelDesign 😁 Yes, I want my grass to dance a little. In URP it's not a problem, but in HDRP it doesn't work. Brackeys tutorial also didn't work. So I thought I should ask the master of HDRP. 🫵
This is nothing short of AMAZING! Me and a classmate just started working on a similar project to this, but more tropical. I could not have found your channel at a better time. I want to learn more about all these things you are posting, so rest assured i will be watching most of your videos ❤️
I enjoyed your videos however I have a suggestion! I would love for you to make a paid course or patreon so i can learn level design in unity more formally. Thanks!
The terrain textures are from Toon Fantasy Nature but I also used the normal map from FREE Slavic Medieval Environment to get a low poly effect on the terrain:)
as always nice skills but I am somewhat mad. There is so much weird flickering going on it looks a game from the early 2010s. As soon as you block the "sun"/gloal lighting the lighting gets bad in Unity. It is bc of the lack of light probes? Or maybe asset quality? RU-vid compression?
In this case, the problem is that there are many parallel lines that are close to each other, so when the camera moves it can be seen as flickering. It's also a bit of my fault because out of habit I set AA to SMAA instead of TAA which works much better in such cases, unfortunately I didn't have time to record the final effect again :/
@@SetaLevelDesign You are right, AA should be the problem (lac of temporal component), not global lighting (I thought it was some kind of light bleeding). Thank you!
From Unity itself, without additional paid assets that are responsible for generating terrain textures, it is very difficult to do anything about it. You can try not to make the slopes so steep, then the textures will not be so stretched. Alternatively, you can use models of rocks or other elements to cover these stretched textures. Sometimes it helps to increase the size or offset of a given texture, but you'll have to try it yourself:)
So Great! the only problem I see in most of your videos is the shimmering effect caused by Anti-Aliasing, guest Unity doesn't have the right solution yet ?
Thx:) Unfortunately, in HDRP so far all available AA are weak. You can use Forward and have access to MSAA which performs best, but choosing Forward instead of Deferred also has its consequences:/
Thx:) About 2-3 hours for searching, checking and converting assets + figuring out what the scene should look like, then 3-4 hours for creating the scene, and finally about 2-3 hours for creating the video (searching for music, editing, recording the scene, etc.) So creating this a video from scratch to the video itself takes about 10 hours of work:)
@@SetaLevelDesign I see, I was wondering regarding the scene creation itself, because I am a programmer and want to expand my skills, just wondering what time is required to create a scene on your level, i guess for me it will take a few days, thanks
This is really amazing. I don't know how you do this, but you are one of the most inspiring people . If possible, we want a video that talks about how to get the idea, how to choose the appropriate assets for the idea, how to search for them, how to imagine the idea, and how to implement it. We want a detailed video from beginning to end, titled the complete reference.
Hello Seta. :) I've tried so much to avoid HDRP, but here I am again. 😅 So if I'm selling assets and need environment decoration, but the EULA thing doesn't allow it... Is it possible to use this only for the pictures and videos with the clear information that the terrain and environment is NOT included and its only purpose is to give my ruins, temples, ..., a good environment, - and x, y and z IS included. So it wouldn't be in my package and there is no reselling. Is this allowed?
Hi:) HDRP is addictive:) I think it could be passed if you indicate in the video and screenshots that the scene is used only for preview purposes and is not included in the asset you are selling:)
After importing Stamp it!, when ever I click on the terrain for the first time after opening the project it takes 10+ mins to load. After selecting it for first time, if i deselect it and then select it no problems occur.
Very strange, I've never had a problem with it. Have you checked if it's the same on other versions of Unity? Maybe write to the creator of StampIT, maybe he will know what the problem is:)
Unfortunately, there are no volumetric effects in URP, so you have to use the particle system and create an imitation of God Ray, or use some asset that will create volumetric effects:)
Theoretically, yes, apart from volumetric effects, which are unfortunately not included in the build-in, unless you use one of the paid assets. And I would recommend URP rather than build-in:)
Very nicely done! Love to see more URP stuff, it's a more common pipeline and can be hard to get really good looking results, so great to see people making quality content with it.
Thank you:) the channel is mainly based on HDRP, but from time to time I will definitely also post something in URP because, as you say, most people mainly use URP:)
Here the post-processing is a copy of the settings shown in the Realistic Lighting in Unity HDRP: Dawn video, so you can easily recreate them based on that video:)
The area would have to be much larger, but I would definitely play a good survival game in such a forest atmosphere (The Forest was average for me, I would prefer something calmer like The Long Dark:))