This tutorial shows you, step by step, how to use the assets included in this sample to construct a forest stream environment.
Start by blocking out the main shapes of the terrain. Use the Set Height brush to create a sloping terrain by creating a series of terraces and then use the Smooth brush to smooth out the hard edges between the terraces.
Cut in the stream channel with the Set Height brush in several different tiers heading down the slope. After you cut in the stream, smooth out the hard edges with the Smooth brush.
Add polish to finalize the terrain shape. Use the Raise/Lower Height brush and the Smooth brush to add touch-ups and variety. In this process, start out with large brushes and end with the small ones.
When this step is done, you can revisit the terrain shape occasionally to add additional touch ups, especially after adding in the water meshes in steps 3 and 4, to ensure that the water meshes and terrain shape work together.
Next, it’s time to add materials to our terrain. We have four material layers - cobblestone rocks for our stream bed, dry dirt, rocky moss, and mossy grass. To apply the materials, we begin by establishing guidelines. The stones material goes in the stream bed. The dirt material goes along the banks of the stream. As a transition between the first and the grass, we use the rocky moss material. And finally, we use the grass material for the background.
Even though our terrain materials exhibit tiling artifacts by themselves, we’re able to hide the tiling by giving each material a different tiling frequency. When the materials are blended, they break up each others tiling artifacts. We also cover the terrain with detail meshes (step 7) which further hides the tiling.
The stream itself is constructed from simple planes that are added to the scene.
Notice that the edges of the stream mesh are transparent at the start and at the end. This is to allow the stream meshes to blend together correctly with the waterfall meshes that link the stream planes together.
The waterfall meshes are designed to connect one level of stream plane to the next lower level.
Notice that the Sorting Priority parameter in the Advanced Options of the material has been set to -1. This makes the waterfall meshes draw behind the stream meshes so there isn’t a draw order conflict.
Streams are often filled with rocks that have been pushed by the current. To save memory and reduce draw calls, we’re just using two different rock meshes that both use the same texture set.
Notice that we’ve created visual variety by creating two different sizes of rocks - large boulders, and smaller rocks. Overall, the rocks break up the shape of the stream and change the pattern of the foam on the water surface.
We use the Water Wetness and Water Caustics decal to more tightly integrate the stream water with the terrain and rocks. The Wetness decal makes the terrain and other meshes around the stream look like they’re wet, and the Caustics decal imitates the appearance of lighting getting refracted by the surface of the water and getting focused in animated patterns on the bottom of the stream.
For both decals, the decal volumes should be kept as small as possible in all three dimensions - just large enough to cover their intended use and no larger. You can also save some performance by lowering the Draw Distance parameter on each decal so they are not drawn at a distance.
Reflections are a critical component of realistic-looking water.
Especially notice how water to the right of this point correctly reflects the high bank behind the signs while water to the left only reflects the sky. The Reflection Probes contribute this additional realism.
Our last step is to add detail meshes to the terrain.
To save on performance, our terrain is set to fade out the detail meshes at 30 meters. This allows us to achieve a nice density of meshes up close and then get rid of them further away where they’re not as visible. We hide the transition by dither fading the meshes in the shader before the 30 meter point so there’s no popping.
We have a pretty nice looking environment here, but there’s a lot more that could be done. You could complete this environment by adding your own trees, stumps and fallen logs.