My current baby (again) is fractal terrain with smooth (blended) textures.
This is not the same approach as FractScape. My main focus is on the textures, actually. Here are two shots of my current WIP. You can not paint this. There are only three textures used in these shots, from the Standard Assets (grass, rock, dirt).
Both the terrain heightmap and the texture splatmap are generated from the same source, so they fit perfectly. I can splat the terrain by height, slope, any combination of that, or several other attributes.
Yes, I intend on selling this or making it available.
Here’s a rough demo of what this can look like. Terrain textures, etc. are not polished, so it doesn’t yet look as good as it could, but it gives you a feeling:
The point isn’t so much the beauty of the terrain (as I said, that can be much improved), but the fact that it would probably take days to paint this amount of terrain.
I’ve included only the first half of the maps in this webplayer, because it’s already 35 MB this way.
Each of the 16 terrains is 1024x1024. In the webplayer, the terrains are 2000x2000 units.
Before I get too excited, does this actually generate the terrain at runtime (thereby saving on download file size) or do you need to bake it in advance? I’ve been wanting a PGC terrain solution for some time now.
@WarpZone: This is pre-generated terrain, not runtime-generated. My purpose is more realistic (in both structure and textures) terrain, not saving download size.
@RoyS: Yes, this is standard Unity terrain. I just generate heightmaps and matching splatmaps which I then apply. Though if you look at http://forum.unity3d.com/viewtopic.php?t=30587 you’ll see that I’m working on automatically generating tree placement, too. Again, that will use standard Unity features, so you can manually change it as you want. For example if you want a path through the forest, etc.