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PANGAEA ✅- Next Gen Dynamic Fast Terrain creation using GPU, Fluid simulation and Spline systems

Discussion in 'Assets and Asset Store' started by nasos_333, Dec 25, 2020.

  1. nasos_333

    nasos_333

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    PANGEA - GPU Fluid and Spline Based Terrain Generator

    PANGEA is the new ARTnGAME major asset release, for Terrain generation based on a GPU enabled fluid simulator. The module presents a new way of sculpting of terrains using a real time fluid solution fully controllable by the user.

    The system allows for real time manipulation and generation of effects like erosion and land sculpting, and is working directly on GPU for maximum performance.

    A spline system is used to curve roads and rivers on the terrain, or place mountains and define terrain regions for editing.

    Base version Features:
    - GPU based terrain editing for real time performance on any of the effects, even the most demanding ones like erosion
    - Fluid based erosion and real time curving of terrain with eroding water brush
    - Global rain simulation to create rivers and river maps
    - Direct application of solution to Unity terrains and creation of overlapping river map, with rivers flowing at run time
    - Optional Mesh based terrain system with LODs
    - Powerful stamp system with 3D preview, GPU accelerated, with brush scaling and rotation, replacing or additive stamping
    - Direct real time Stamp of any 3D object with the Depth Map stamper
    - Multi terrain editing, with brushes applied across 4 neighbor terrains
    - Big Variety of Noise functions on GPU, for easy, fully parametric and fast terrain formation generation
    - Various levels of Undo, state saving and restoration, non destructive spline based manipulation, roads and mountain definition
    - Parametric GPU based Hex grid generation
    - Physics based object placement system

    Pro version features:
    - Spline based control system for creating mountains, curving roads, rivers and creating stamp maps
    - Mesh from spline and wall generation system
    - Connection to ARCGis for real world map retrieval and use for the game map formation
    - Procedural City and surrounding road and fields generator and auto terrain formation around it
    - Meta mesh based object generation system for easily creating organic formations, rocks, caves etc
    - Road generation system, with intersections, bridges etc
    - Procedural buildings generation system
    - Procedural rock generator
    - OpenStreetMap data importer for building and roads

    and many more features to be added until release.

    Dynamic Spline based roads


    Hex map and terrain editing



    Real time fluid and rain simulation for erosion and river - lake curving


    Splines based manipulation


    Erosion based path curving at specified heights


    Multi terrain brush application


    Noise based terrain generation

     
    Last edited: Jun 25, 2021
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  2. nasos_333

    nasos_333

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    Reserved
     
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  3. nasos_333

    nasos_333

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    Stamp preview



    Mask painting directly on them map for global rain simulation control


    Terrain sculpting


    Spline based mesh generation and automatic adaptation to terrain


    Procedural city generation (Pro version)


    Erosion in GPU based sculpting






    Hex GPU mapping



    Meta mesh sculpting (Pro Version)



    Real world retrieval of height and splat maps (Pro Version)


    Fluid GPU based flow map and river - lake generation, river flow simulation also in game time


     
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  4. nasos_333

    nasos_333

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    Reserved
     
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  5. nasos_333

    nasos_333

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    Rain simulation in game time, controlled by a mask that can be painted also in run time.

    Multi terrain editing and Fluid Simulation

    Local fluid painting and erosion

    Terrain Curving and editing in Higher solution resolution, here using 64x64 cells grid versus 32x32 in all previous videos
     
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  6. nasos_333

    nasos_333

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    Sample terrain shaders WIP - Parallax effects (Pro version), with embedded fluid simulation for water to adjust flow in real time around rocks and dynamic obstacles

    PANGAEA Terraform - Noise based map generation and Water fluid simulation

    Noise and Hex map generation

    Solution space (Rendertextures + Mesh terrain with LODs)




    Solution passed to Unity terrain at various height settings


    Transferring of the solution to Unity terrain at various heights, the system will have various ways of transferring the solution to final Unity terrains including adapting it to an existing terrain, or stamping it in a replacing way etc

    An existing Unity terrain can also be set as initial height map and be further edited with the fluids system and the other asset tools and passed back to Unity terrain when finished.
     
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  7. nasos_333

    nasos_333

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    PANGAEA Terraform - Procedural city and Spline Road - non destructive stamping for real time changes



    Added more noise options, one of which allows splitting of land into fields using Hierarchical Voronoi tessellation.



    A sample of the Hierarchical Voronoi tessellation in shader, this can also be used for generating a texture that will color the fields directly. A texture making module using the terrain tools is also in the works together with the terrain sculpting tools.

    I am also adding a special preview mode to control the effect, by previewing the shader texture directly in the inspector when parameters are changed, like the above image, before the application to terrain.


    Water based terrain sculpting showcase.
     
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  8. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    River curving WIP
     
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  9. nasos_333

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    PANGAEA Terraform
    - New ARTnGAME GPU based terrain formation tool

    Curving irregular fields using Hierarchical Voronoi noise
     
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  10. nasos_333

    nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Automatic procedural field generation WIP
     
    Fibonaccov likes this.
  11. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    HDRP shader WIP for the editor and mesh terrain option.

    The shader is created in ShaderGraph and will be compatible with both URP and HDRP
     
  12. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    HDRP shader WIP for the editor and mesh terrain option, added roads and fields texture option with control over application region.
     
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  13. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Eroding noise shader for instant direct terrain erosion application, this mode can be used in combination with the simulated erosion system for more variety and to enhance performance using it as a first or intermediate fast erosion steps.
     
  14. nasos_333

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    PANGAEA Terraform
    - New ARTnGAME GPU based terrain formation tool


    HDRP shader WIP for the editor and mesh terrain option
     
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  15. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool
    Hierarchical Voronoi noise based terrain curving
     
  16. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    HDRP shader WIP for the editor and mesh terrain option and testing with InfiniGRASS v2.0 HDRP.
     
  17. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Added exponential falloff to all functions, used in various ways depending on the tool.
     
  18. Zimnel

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    It's a lot going on in here :) I guess this is on the works? Happy New Year by the way : )
     
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  19. nasos_333

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    Happy new year :)

    Yes, i have just finished the core and doing some urp and hdrp compatibility work and few other mostly usuability related features and will do the first release soon.
     
  20. Zimnel

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    Just take your time, this seems like a heavy features one : )
     
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  21. nasos_333

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    Indeed :), the first release will focus on the terrain formation tools, the rest will be a Pro version to come later with increased features as i implement the various extras, like the city creator etc
     
  22. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Multi terrain editing and river curving, 4 adjustent terrains can be edited at the same time.
     
  23. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Multi terrain editing, stamping the solution on multiple Unity terrains.
     
  24. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Multi terrain editing, stamping the solution on multiple Unity terrains.

    The first version of the GPU based Stitching module is now ready
    and can be applied before the stamping on Unity terrains to guarantee a seamless connection between neighboring terrains.
     
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  25. PROTOFACTOR_Inc

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    Impressive work!
     
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  26. nasos_333

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    Thanks a lot :)

    I try to do everything on GPU, so is super fast with any size of brush as it all applied in parallel, and I will also consider the run time aspect after the initial release, as there is many possibilities due to the GPU based performance. All effects can be applied at run time as well, plus will play well with the coming InfiinGRASS v2.0 system that can adapt the grass on changing terrain automatically.
     
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  27. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Addressed a few issues with the water rendering and lighting - shadowing, also automated the various materials grab the same parameters for all 4 terrains, in multi terrain editing mode.
     
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  28. Zimnel

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    Is this working for multiterrain? : )
     
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  29. nasos_333

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    Hi,

    Yes, the system is made with 4 adjustent terrains editing in mind, so can alternate those 4 on the fly to do effects between terrains.

    This alteration system will come after the first release in an automated way, currently is manual to place the 4 currently edited terrains in the editor as shown in the above photo.
     
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  30. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Run time Water based terrain sculpting WIP showcase.
     
  31. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Run time Water based terrain sculpting WIP showcase.
     
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  32. DJ_Design

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    The water sculpting is really impressive, looking forward to seeing how this project evolves.
     
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  33. nasos_333

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    Thanks :)

    Here is a video showing some basic aspects of the sculpting and the rain emulation system
     
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  34. nasos_333

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    Update:

    Most of the editor functions are now working in run time, so there will be a full run time API on release if the system.

    Now working on the spline based mountains for run time mountain position control.
     
  35. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Run time Water based terrain sculpting WIP showcase.

    Added all tools to the system and refining the parameters and controls.
     
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  36. nasos_333

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    Mask based rain control


    Height based rain control

    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Run time Water based terrain sculpting WIP showcase.

    Added mask painting of rain simulation mask at run time.
     
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  37. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Run time Water based terrain sculpting WIP showcase.
     
    Zimnel likes this.
  38. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Run time Water based terrain sculpting WIP showcase. River curving example (bottom image), using run time painted mask (top image).

    Added mask painting of rain simulation mask at run time.
     
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  39. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Run time Water based terrain sculpting WIP showcase. River curving example with various water levels control. The water level is controlled by adjustment of the rain and evaporation factors.
     
  40. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Run time Water based terrain sculpting WIP showcase. Automatic lake and waterfalls creation WIP.
     
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  41. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Run time Water based terrain sculpting showcase. The brush shown in the video can be used to smoothly transition from the height the mouse is clicked on to the height nearby, creating the base for roads. Also added height indicator to the system so now is evident where the brush will be applied on the terrain.
     
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  42. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Road and mountain ridges brush WIP
     
  43. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    Added multi terrain editing in the run time module and demo, seems to be working great and with minimal impact in performance because of the massive parallel GPU processing.
     
  44. nasos_333

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    PANGAEA Terraform
    - New ARTnGAME GPU based terrain formation tool.

    More samples of the river making process.
     
  45. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    More samples of the terrain making process.
     
  46. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

    Terrace formation example
     
  47. nasos_333

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    PANGAEA - Terrain Generation with GPU Fluid Simulation & Splines is almost ready for release, currently doing the final touches and prefabs for fast usage and finalizing the manual.

    The system is planned to be submitted early next week.
     
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  48. nasos_333

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    UPDATE:

    The PANGAEA manual is now ready, so proceeding with the final touches and the release soon.
     
  49. nasos_333

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    UPDATE:

    Added height pointer to pinpoint the exact spot where the brush will be applied on both editor and run time modes.
     
  50. nasos_333

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    PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool.

    More samples of the terrain making process using the various prefabs created for the final release.