Terrain Generator V0.4
Changes to Version 0.4
I've overhauled the procedural generation system. It now uses a mixture of perlin noise and voronoi noise to generate the terrain. In order to ensure the program reacts in real time to any adjustments, the proc gen system works on a lower resolution heightmap. In order to finalise the settings you need to click the apply button. Clicking the cancel button will remove any changes.
I've added controls for erosion, but this is still a work in progress. Turning it on will introduce some lag when changing other settings (especially if you increase the number of iterations) and will slow down generating the final terrain.
It's now possible to select 2 base materials and to mix them based on either the terrain height or the steepness. Any changes to the terrain should cause the materials to adjust automatically, but if they ever get out of sync then you can use the regenerate button to force the materials to be redrawn (if you do ever need to use the regenerate button then this is a bug).
One side effect of this change is that changing base material will no longer clear any painted textures.
In order to make copying the textures fast enough this is done using a compute shader. This means that you need at least Direct 3D 11 on Windows, Metal on OSX and OpenGL 4.3 on Linux.
Other changes
The program will now show a random picture when loading
Added some more materials and textures
Added more details to the help panel
Files
Get Terrain Generator
Terrain Generator
Quickly create terrains for import into other 3D art software
Status | In development |
Category | Tool |
Author | prof_yaffle |
Tags | 3D, Unity |
Languages | English |
More posts
- Terrain Generator V0.10Feb 22, 2023
- Development updateNov 01, 2022
- Terrain Generator V0.9Aug 29, 2022
- Terrain Generator V0.8.1May 29, 2022
- CreditsMay 27, 2022
- Terrain Generator V0.8May 22, 2022
- The road to version 1.0Apr 03, 2022
- Terrain Generator V0.7Apr 02, 2022
- Terrain Generator V0.6Mar 03, 2022
- UI RedesignFeb 16, 2022
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