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[Released] Terrain Smith (alpha 0.1) - Terrain stamping system.

Discussion in 'Assets and Asset Store' started by neon_teebar, Oct 11, 2017.

  1. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
    Posts:
    33
    [​IMG]

    The built in painting system can be slow and tedious while random terrain generators can be hard to control and tweak. Terrain Smith is a terrain creation solution that aims to be as simple and fast to work with as I can get it. Place height maps like GameObjects, using the built in Transform system to position, scale, and rotate. Height maps, alpha layers (textures), detail layers (grass), and trees are all controlled by "stamps" with many tweakable settings.

    video plays at 2x-3x speed.


    Features
    • Place heightmaps similar to how you would place a GameObject with transform control over position, scale, and rotation.
    • Path system for creating roads, mountain paths, rivers, and more.
    • Detail and Tree stamps.
    Get it here.
     
    Last edited: Oct 11, 2017
    chingwa likes this.
  2. chingwa

    chingwa

    Joined:
    Dec 4, 2009
    Posts:
    2,554
    This looks like the start of a very promising system... I can't believe noone has commented here yet. being able to adjust terrain in realtime with splines is awesome :D
     
  3. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
    Posts:
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    Thank you!

    I'm currently rewriting it from the ground up (as I have a better understanding on Unity terrain system now.) so if any one has any feature requests go ahead and post them.

    Upcoming features:
    1) Custom data storage system for making infinite terrain easier to work on, and to more easily save changes made in play mode.

    2) Faster overall. Stuff will stay on the GPU until you are done modifying it. Passing data from GPU -> CPU was the majority of the slow down.

    3) Path system will be 100x - 1000x+ faster.

    4) Wave Function Collapse tools for generating & placing objects with rulesets.

    5) Better tools for blending terrain features (height, textures, grasses) with objects. So you can prevent grass from growing directly below objects but can increase the amount of grass grown directly around/beside objects.

    Development is slow so this wont be ready very soon.
     
  4. BigDill

    BigDill

    Joined:
    Jan 1, 2013
    Posts:
    23
    This is the sort of asset I have been looking for. I know it is in alpha but will the tool support mesh terrains or will it have an exprt to mesh option? Unity terrains are great but somtimes the best option is to go with a mesh terrain and having both options would make me buy this in a heart beat.

    Please keep up the good work
     
  5. BigDill

    BigDill

    Joined:
    Jan 1, 2013
    Posts:
    23
    Just noticed that your Texture Smith asset has a terrain stamping tool. Is this the same asset as Terrain Smith and are you planning to combine both assets? What is your road map?
     
  6. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
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    I could add an export option eventually. I was experimenting with creating slanted mountains that can basically overhang terrain, and created a custom terrain collider for it which could be refactored for a mesh export.

    No the Texture Smith terrain system will be removed later. This started as a Texture Smith feature, but it's evolved to be it's own asset.

    My current roadmap is to do a full rewrite because I understand Unitys terrain better, and Terrain Smith isn't optimized enough. The next version will be faster and hopefully include a runtime level editing + save system. But I'm slow to develop atm.
     
  7. Gray_Master

    Gray_Master

    Joined:
    Jun 20, 2010
    Posts:
    82
    if possible this must be whith support microsplat/megasplat (as i think)
     
  8. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
    Posts:
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    Yes this works fine with Megasplat and Microsplat as those are shaders and this is a terrain system. I think I was using Microsplat while creating the demo video.
     
  9. nirvanajie

    nirvanajie

    Joined:
    Jan 7, 2016
    Posts:
    31
    Very promising terrain system! I just purchase your asset to support you. Please keep up your good work.

    BTW, when will you plan to release your next version?
     
  10. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
    Posts:
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    Thank you for the support. I'm working on a number of things at once so I'm not sure when the next version will be ready. Maybe I'll try to post more development progress in this thread.
     
  11. Gray_Master

    Gray_Master

    Joined:
    Jun 20, 2010
    Posts:
    82
    This is very perspective plugin as i think - i purshared it for my projects
     
  12. Twoonebe

    Twoonebe

    Joined:
    Mar 30, 2013
    Posts:
    154
    Something news about this asset ?
     
  13. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
    Posts:
    33
    Making slow and steady progress on the rewrite. If I could afford to I'd work on it everyday.

    Here's some of what I'm working on:

    1) New path system. Used for painting features (height, alphas...), road/path generation, and placing objects along splines. Imagine mass placing trees and prefabs with splines that can have rule-sets (larger trees in center, bushes at edges...).
    [​IMG]


    2) Culling system, so only modified areas of the world are updated. The aim is to make things fast enough for runtime development.

    In the old version if you had a height map of 2048x2048, it would draw every single stamp to a 2048x2048 texture, and then read + update the entire terrain. Now it will only update specific cells and draw the stamps in that cell.
    [​IMG]
     
    Last edited: Feb 2, 2018
    nirvanajie likes this.
  14. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
    Posts:
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    Ugly image alert. Just trying to show a quick update.

    I'm shifting away from using textures for everything (too much work for users), and instead users can just design with splines and shader based noise.

    Features coming soon:

    1) Mountain sculpting with splines.
    (Still need to add noise and blending with terrain.)
    [​IMG]

    2) New path system.
    Rapidly design mountains, rivers, and roads with splines. Everything live updates in editor. I'm trying to make it all as fast as possible, so it's chunk based and somewhat multithreaded.
    [​IMG]

    3) Mass object placement.
    For planting trees along highways, or farms. There are a number of tweakable options like noise offset.
    [​IMG]

    Behind the scenes:

    1) There is a system that allows you work "on top" of a previous terrain, which means you could generate your terrain with any other terrain system, and then place these "stamps" over it.

    2) Multi-terrain support nearly complete.

    3) I also have a way of saving + loading terrains as compressed files which are smaller than the built in Unity terrain .asset.
     
    Last edited: Feb 13, 2018 at 2:01 PM
    chingwa likes this.
  15. neon_teebar

    neon_teebar

    Joined:
    Jun 1, 2017
    Posts:
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    Another thing is that stamping is material based instead of texture based. So you can do stuff with shader based noise, and or textures.

    Here I splined out an area that was then stylized with a voroni * turbulence noise shader. Since the noise is calculated with world space coords other stamps will be able to blend with it if they have the same setup + seed.
    [​IMG]
     
    chingwa likes this.