So i've been thinking, the mantra is "premature optimization is the root of all evil". That said, should I only use a tool like this only before I'm ready to go? Or would it be fine to bake my meshes and still play with my scene? I'm thinking the former since if I bake them then they become one mesh and I can't really manipulate them well
I needed a tool that could automate this workflow, take a list of meshes, create atlases for the textures, adjust the mesh-UVs and combine the meshes. Ideally this could be done per-scene, so that if a prop was added or removed, the whole workflow could be re-done at the click of a button.
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If the GPU does not need to be re-configured (all meshes share a material) then it can run at full capacity for the entire frame. Mesh Baker helps developers modify meshes so that more meshes share materials.
Mesh Baker also works with Skinned Meshes. Characters can be customized (different clothing) without creating extra drawcalls. Also many low-poly MeshRenderers (eg. shards of a shattering object) can be converted from many-MeshRenderers to a single skinned-mesh so that it only has one draw call.
The first rewrite fixed an issue where Texture Baking and Mesh Baking were tightly coupled. The rewrite made texture atlases much more flexible and re-usable project-wide instead of being tied to a scene and a single set of source meshes.
Is there a way I can add a Mesh Renderer and Mesh Filter to a Gaia Terrain in order to use Mesh Baker to bake everything into one Mesh so I can export everything including trees, flowers, etc into ONE mesh?
There is already a way to do this.
Please go to window - procedural worlds - Gaia - Gaia Manger.
Then go to the advanced section - and tools.
Then click on the Gaia Mesh Exporter.
Then you can export your terrain into a mesh.
Bryan the problem is it wont save all the Flora, trees, etc. It just saves the terrain. I need all shader QUALITY ( not shaders themselves ), intact. Which is why I have to bake it straight into the mesh. In order to keep the quality of the textures & materials.
Hi Kaori the closest you can get to this is to use the Terrain Mesh Exporter / Converter as suggested by Bryan. It can convert the trees to game objects so they can be baked, but it cannot convert grasses / terrain details.
What are you trying to achieve with baking everything, including grasses, into a single mesh?
If this is done for performance reasons, note that baking everything into a single mesh does not necessarily always increase performance, as you will create one "mega-mesh" that can not be frustum culled or occlusion culled anymore. You will also lose draw distance and LODs on trees and grasses, which will tank your performance (all trees and grasses would always be drawn as part of your mega-mesh).
There will also be a lot of issues with rendering etc. as e.g. the terrain and grasses use special shaders that might not work anymore in the baked mesh.
Then you would need an alternative shader that can display splatmap texturing on that mesh. If you intend to bake the trees, objects etc. into the same mesh as well this might become interesting as the different materials on those objects would need to be handled as well.
Kaori It might work with terrains, but I think it will not give you any better result than the texture baking Gaia does. Here is an example, this is a mesh terrain made with the Gaia Terrain converter:
Does not look too bad from a distance, but close up you can tell the entire terrain just uses a single texture:
Here is the original terrain for comparison which has much more detail because it uses the unity terrain shader that supports splatmap-based texturing:
I think the tool that you linked will give you similar results like the built-in baking from Gaia. If you need the full details of the individual textures for sand, grass, etc. to be shown on your export, you would need a shader that works on a mesh and supports that.
Kaori Our own terrain shader GTS can be used on a mesh, but I cannot 100% recommend it for that purpose yet, as it has not been optimized for meshes yet and will run slower on a mesh terrain than it does on an unity terrain. There are some other terrain shaders on the asset store (just search for "terrain shader") , if you find one that looks good I would recommend to check with their support if it fits your purpose or not.
Kaori I cannot give a recommendation because I have not used any other terrain shader in that context. I'm still not 100% sure what you are trying to achieve overall - there are terrain shaders that will RUN on meshes instead of unity terrains - if the mesh has the same shape as the terrain it should look the same as if it was an unity terrain.
If you intend to bake other meshes into that same mesh and then want to be everything rendered by the same shader I would not know of any system that could do that without losing a lot of visual quality..
Details of my pain : )
I have scene with many rocks , each rock mark as Static , if i bake light everything is good but due to perfomance optimization i've combined all this rocks as one big mesh which use texture atlas and have the same material , so light bake not works well after this. I've started to see dark parts of my mesh when bake lights , i try to manipulate with resolution , padding etc ... but no luck , my understanding that some parts of my mesh not in light map but i don't know do i'm right and how fix this in case i'm right .
I'm already found what the reason of my issue:
When i did combine meshes i've forget about UV2 which is represent lightmap. So that is why parts of my mesh has wrong representation in light map.
in case if you used terrain trees for designing terrain and afterwards if u need to bake the navmesh,
set scale of the original prefab asset to zero at all axis which you used to plant trees or grass,then rebake.
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in case if you used terrain trees for designing terrain and afterwards if u need to bake the navmesh,
set scale of the original prefab asset to zero at all axis which you used to plant trees or grass,then rebake.
Your game probably won't be accepted if it doesn't reach 72 fps.
First, I'd look into methods for optimization - there is plenty of info out there to get a good framerate. Make sure meshes are combined (which reduces draw calls), occlusion culling (if necessary), reduce shader complexity, etc...
I found the terrain tools to be unusable on the Quest as they tend to have a lot of tris and verts. I have also found that getting things optimized to 72FPS on Quest 1 takes 80% of my development time. It is very much possible to achieve 72 on Quest 1 and of course 2 and it will ultimatly make your title better in ways you will not recognize until after optimization. I personally found Mesh Baker to be VERY handy to reduce draw calls, but it will not help with Terrain unfortunatly. -baker-5017
I used various grass mounds, dirt mounds and similar and scaled them flatter or more hilly as I needed and then used Mesh Baker from the asset store to make them one or several larger meshes. Worked out very well. I would even take that combined mesh, covert to FBX and then poly reduce using the decimate function in Blender to keep my poly count lower for the Quest. I also just used planes with nice textures in scene that I just could not afford poly counts on the floor due to higher poly objects elsewhere. Works very well and every bit as real looking. That said, I have no colliders on them as my title does not need so I could speak to that, but most grass and dirts mounds come with colliders. Hope this helps you out. Love to know what others have done for terrain too.
We will test by doing two types of animations, one by bones and another by transformations. For this, we will separate into a new mesh with P, the mesh we want to animate.
Before we export everything, let's make sure the Hierarchy is set up correctly. All items should be parented to a mesh that has no animation, or to an Empty, in order to avoid any issues.
thanks. Ive realised a plugin i was using called Mesh Baker for batching meshes to optimise scenes had a setting turned on for removing UV2 channel by default. So unity was using the same uv coordinates for both the lightmap and the albedo. Hence it wasnt working
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