Landscape Builder - Procedural Terrains, Advanced Prefab System, spline tool, and more

NEW FEATURE ANNOUNCEMENT

Coming in Landscape Builder 2.0.4

Object Paths are used to populate a spline with other (prefab) members in the Group. You can have a different starting or ending prefab on the path and/or have multiple different prefabs along the path. If you have different prefabs in the path, you can choose how the procedural engine determines when to place each prefab in your list. In this release the two algorithms are alternate placing and random.

There are also different spacing methods. Currently the choices are Exact Quantity in path, Quantity per 100m, and Spacing distance.

Each different Group member placed along the Object Path may be rotated or offset based on its Orientation. This is set in the individual Group Member Paths tab.

The Object Path can be configured to add rotation on the z-axis along the path. The z-axis rotation of each prefab placed between user-defined path points is smoothly blended between points. Other rotation rules like “Align with Terrain” can also be applied (separately or at the same time) to each prefab.

Object Paths can be created in Uniform Groups (landscape-wide), Procedural Clearing Groups, and/or Manual Clearing Groups. When Object Paths are placed in Clearing Groups, and the Groups are instantiated in the scene, the Object Path positions and their prefabs are correctly rotated to reflect the rotation of the whole Group, be it a village, farm yard, town, forest clearing, hamlet, game point of interest etc. We’ve done the maths heavy lifting so that it “just works” for your game design.

For current customers, there is a [beta available]( [BETA PROGRAM] Landscape Builder - realworld, GPU acceleration, prefab placement page-5#post-3563661).