Hey, could you mabye implement the option to switch between the new spherical material icons and the old square pictures? It’s still very hard to see the materials on low-end screens like mine. Labelling them would also be an option.
I know hovering over shows the name, but doing that severely hinders the workflow.
Can we bring back pivot positions on the sculpt tool? Cylinder + Top Pivot + Sculpt was the cheat to making the smoothest most laziest hills imaginable
Seconding this, I’m having a hard time finding my desired materials now because most of them look like gray blobs at a glance. This is especially apparent for earthy materials like leafy grass, ground, mud, etc.
I’m experiencing issues trying to use the smooth tool on terrain right next to water when the Ignore Water box is checked. I would expect it to just smooth only the land, completely ignoring the water, because right now I have to remove the water, modify, then re add it back when I’m done, and it’s quite tedious. gif of it not working
This should now be resolved: Sculpt Subtract is painfully slow at small Brush Sizes - #8 by ProtoValence
I’m still looking into fixing this, unfortunately the fix I had prepared for this week seems to have caused an uptick in errors.
will the draw tool go through any changes? the current one has an issue, where if you dont use the “Plane Lock” options you will draw long lines across long portions of the map (even through already existing terrain.) the old version of the draw tool didnt really have this issue (atleast as often as the new one.) im hoping itll be addressed and changed, as it is really hindering terrain building speed and making it a lot less enjoyable.
I wasn’t aware of this issue, I’ve added a ticket and will take a look!
Could you look at the behaviour of the flatten tool? Getting issues with the top lowering flatten where it is still showing bottom raising behaviour. Also the pivot point seems to shift up and down while using the tool, when it should be locked to a single plane, obviously affects the flattness of the result. Example in the video. Again its annoying that this has been released as a full replacement of the previous toolkit with so many issues that were not present in that toolkit.
Will take a look at this, thank you for the feedback. The issue here is likely relating to some sort of inconsistency with floating point calculations. I’ve created a ticket for this and will take a look when I have the time.
Thanks, 1 other question regarding the tools, is the current max speed of eroding the fastest that is possible? It’s not bad now but when you’re working on a large map the faster you’re able to erode the quicker the whole thing takes
edit: same thing with flatten tool speed, very slow at larger brush sizes
Unfortunately large brush sizes will always be slower, that being said, we already scale strength on brush size. The goal is for large brush sizes to comparable in speed to their smaller counterparts, but unfortunately there isn’t much left to do in the way of optimization. We’ve spent a lot of time into looking how to make these tools optimal for the way they are implemented. Really the only way to speed them up further at this point is to move the logic out of lua entirely and make APIs, but that is entirely different endeavor.
I’m sorry if this isn’t the answer you were looking for, but its the best I can give you.
I’ve been using studio version 632 for a long time since I could still use the old terrain tools on it via a fast flag, but since 637, I’ve been forced to use a more recent version, and I gotta say, the updated terrain tools are horrible.
The UI elements feel a bit too big and cramped.
The tool icons take up way too much space, I say they should either be smaller/have less padding, or scroll with the brush settings.
(My resolution is 1920x1080 with 150% scaling)
And like everyone says, the material icons are barely readable and hard to use unless you memorise the position of each material there, and worst of all, my fps drops to around 50 when I even as so have a terrain tool selected. My FPS maxes out at 144, so having it go straight to 50 just because I selected a terrain tool is very noticeable.
Another complaint I have is how the paint tool behaves at size 1, with the old tools, I could paint very tiny spots (about a 6x6 stud area), but with the new tools, it only paints splotches with a 12x12 stud area, no smaller… BUT, it’s also temperamental, it can also just not paint at all at size 1 (It’s probably behaving as if I have the pivot set to “Bottom” even though I have it set to “Center”
[bump cuz this is still a big problem for me and others and it feels like it’s not getting adressed ]
I can understand the bottlenecks with larger sizes but even speed on the smaller sizes seems conservative, the 2-4 size used to erode quicker and functioned as a mid point between using draw and sculpting. Obviously you guys are busy with the hard work of making the feature better but it does feel like these updates were conceived without people who actually use the toolkit. Have a look at my channel Tybers Terrain on youtube if you want an idea of how I’m using the tools to make maps for games, I was able to get into the accelerator program a couple years ago based on my terrain so I’d hate to see these tools get worse.
I’m still talking with design about how to improve the toolbar and we are making adjustments to the bottom section to have thing scale with plugin size, so space is properly utilized.
We will be able to make some adjustments to material icons, I’ll bring this up to design again and make sure they know its a common question. The point of the change was to make it so that you can see material overrides.
Having a tool selected should not impact performance, I’ve heard this from multiple people and already posted fixes, but it seems its still not perfect yet. We need to raycast every frame which may be part of the problem, but I’ll see what can be done to improve that.
I’ll take another look at smaller brush sizes.
Also @EinMarek
Sometimes a design looks good on paper, but isn’t great in practice. In terms of your productivity and preference, which would you prefer?
- Zoomed-in Shaded Spheres
- Zoomed-in Unshaded Spheres
- Flat Unshaded Flat Preview
- Dropdown for material selection (with labels)
From what i know, the flat unshaded flat preview worked. But the spheres could also work if they were bigger + lightly shaded. Labelling them would also be a great idea, especially for the colorblind people out there.
The problem is that they aren’t exactly easy to label in the sense that there really isn’t any space for text. Are tooltips enough, or does there need to be more? Definitely get the accessibility angle on this one as well.
As for the spheres, I will explore the option of having them more zoomed in and unshaded.