A brush tool for creating erosion. It generates an effect of realistic hydraulic action, weathering and sediment under your mouse cursor, setting both heights and terrain textures.
This script is targeted not to make the terrain of your dreams in one click, but to provide the artist with a handy and useful tool. It gives an artist the ability to modify terrain to make it realistically eroded in the places where it is really needed to, leaving all the others untouched. Terrain is edited in Unity without using third-party standalone toolkit; not before creating a location, but while working on it - all this gives the level artist a chance to create amazingly looking scene in a very efficient way.
This looks completely brilliant, but assuming it’s not yet present, would you e able to add the feature to create maps from elements of the edit? World machine is an amazing terrain tool but much because of its map generation along with its erosion features, being able to get sediment/erosion/flow etc maps would make it perfect for use with RTP’s coverage generation
lazygunn, It can paint terrain’s splat maps. Splats could be extracted by terrain.terrainData.GetAlphamaps(0, 0, terrain.terrainData.alphamapWidth, terrain.terrainData.alphamapHeight); and then could be used for any purpose, including converting to textures. Implementing painting directly on textures should not be hard (it is more convenient than splats, actually) and I can do it in next version. Spyderworxs, thanks!
The maps i mentioned relate directly to the contribution of each part of the erosion seperately, so you end up with a map for the sediment/deposition element, the flow element and wear elements individually, which can then be used in rtp’s coverage section to drive different layers each. Maybe you could even extract further aspects of your effect to provide quite a variety of different coverage maps that are combined into splats (if you want to remove the use of any external programs, being able to output some general features of the terrain like slope, texture coverage your tool adds and so on). Would make it a pretty definitive tool for RTP use (and imo RTP provides pretty definitive shading for terrain, compared to any competition including from unity themselves). I’m assuming the getalphamaps function doesn’t have this information? Unless your tool is automatically generating these maps and inserting them as seperate splats into the terrain data?
If this feature turns up in the next version, and i think it shouldn’t be too hard as you are generating it already, i would think it a silly thing not to aquire if one worked with terrain in Unity
That’s right, Erosion Brush generates erosion map (the amount of bedrock taken from terrain) and sediment map (amount of taken bedrock that is dropped down to the land land down the slope) and inserts them as a splats to terrain splatmap (alphamap).
ohh i see, well then! thats pretty great, ill id suggest were more maps for different aspects (ive always found the more choice the better here, my wm outputs are usually numerous) but this seems a great tool, i’ll be looking out for it when i can get it
It would be great to see an integration with Surface Waves:
You should be able to take samples from the surface wave output (a texture), apply erosion brush, update surface waves height map and repeat. This asset providing a more optimized way to apply local erosion vs processing the entire world.
On the algorithm, it looks like maybe a gravity force could be applied to keep the peaks from ‘growing’ as they erode? I think that would add a slight rounding to the extra-peaky peaks?
Edit: Maybe that’s what uplift is for. And I was watching the noise section and not the erosion section of the video, so you can completely disregard that I’m sure.
jason.fisher, if Surface Waters behave as I think (gathers rainfall on all the terrain and sending water down the slope, equalizing dents along the way) than two plugins should work separately without any problems - firstly erosion is painted (or applied to all map), then water flows the beaten track, flowing down in the trenches caused by erosion. gecko, thanks!
BTW I would be grateful if someone who bought plugin would write a feedback in Asset Store.
I’ve started an Erosion Brush feedback form on Idea Informer. Please feel free to post your ideas or suggestions and if other users vote for it, this will help to create feature list and determine the priorities of the features. Bug reports could be made here too.
Licarell, thanks! Iguanapl, unfortunately it is not possible to create arches with standard terrain. It’s not the matter of editing tool, but the limitation of terrain algorithm itself - it uses simple scalar displacement, not the vector displace. This means that you cannot move vertex aside, only up or down.
I’m going to add EB to Voxeland - actually, it is already here as it uses Voxeland’s land generation algorithms, but not in a brush form.