What the fun thing is that the new LOD or speedtree terrain placement that actually has rotation will not work with terrain trees. Have LODs and billboards setup and then the bending will not work. Kind of wrong to keep tree creator users from using this feature. Can at least use AFS trees with the LOD placement.
Version 1.1.0 is out of beta and has made it to the Asset Store. As a reminder, here are the full release notes:
Version 1.1.0
- Tree creator trees no longer appear black when placed as Terrain Trees
- Generation times are greatly reduced for larger terrains; FoliageAreas have a “MaxTileSize” which splits the area into multiple generation chunks for further improved performance.
- The FoliageArea inspector now has options for auto-fitting to the scene: All Geometry, Terrain, and Selection
- Foliage instances placed using the GameObject method are no longer hidden in the hierarchy and are instead parented to a new empty GameObject named “Landscaper Foliage”
- Placed foliage is no longer automatically cleared when the FoliageArea component is removed
- FoliageArea now has an optional layer mask to filter which surfaces instances can be planted on
- Species now have a list of terrain textures that they are allowed to grow on. If the list is empty, instances can grow anywhere. Has no effect when planting on non-terrain GameObjects
- Landscaper is now compatible with Unity 4.6.x, and possibly older versions as well. Though the auto-fitting options don’t work in 4.6 right now.
Have a couple more request. These are not ‘if you do not do this I am going to be upset’ request just it would help request.
-When placing terrain trees a color variation option. Speed trees have an automatic color/hue variation I think but tree creator trees get it from the tree placement settings.
-Do not think this is doable but here it is anyway. Placement option based on each child and not whole species. Making the terrain tree and gameobject option available for each child. For example I would use this for placing terrain trees and having the sapling of the tree placed as a AFS touch bending gameobject. So it will look natural spawning around its parents.
The first one should be easy enough to do. Your second request is a little trickier, but it’s doable. I’m hoping to have them both in for the next major version (1.2), which is shaping up to be the next release as long as there are no bug fixes to do before then.
On the topic of new features, I’ve put up a public roadmap for Landscaper here.
A quick warning about the roadmap:
The roadmap is just for an idea of what I’m planning, it’s not a concrete list of upcoming features. I’m working on Unity assets in what little spare time I have, so even features tagged as “High Priority” might not be done for a while (or even at all). I just don’t want to get people’s hopes up about any specific feature they read on the roadmap - until it appears in the “Beta” list, don’t rely on a feature being implemented. That said, I’ll always deal with bug fixes as soon as possible.
Thanks for the info and the road map. Great ideas in there.
Here’s the new beta version. There are some breaking changes due to archetypes replacing simple prefabs, so you’ll need to redo some of your settings if you’re upgrading to 1.2 on an existing project, sorry.
Version 1.2.0 (Beta) - Download
- There is now an option to place a Foliage Area from the menu, under “GameObject > Landscaper > Foliage Area”
- Prefabs have been replaced with “Archetypes”, which group certain options with the prefab itself
- Placement mode can now be chosen on a per-archetype basis, rather than for an entire species
- Archetypes have a scale range which is used to adjust the scale of foliage instances based on their generation. It’s no longer necessary to specify generation overrides in order to control scale
- Added a colour variation option to archetypes, allowing for foliage instances to be randomly darkened to add variation
- Generation overrides now also use archetypes for increased control
- Generation overrides can be individually disabled. For example: if you wanted to override generation 1, but not generation 0, you can do that now
- Greatly improved usability when editing foliage species
- Each species can now consist of multiple prefabs which will be selected from at random
Note on experimental Landscaper script
I’ve left some files in this beta release for a future feature I’m working on, the detail object placement system. It’s nowhere near finished, so I’d strongly advise against trying to use it for a production project. A lot of the settings aren’t exposed to the editor yet, there’s no control over where detail objects are placed (they’re even spawned on top of existing trees), and it’s not suitable for placing thousands of instances (for things like grass, for example). It’s mostly just a proof of concept at this point, but if you want to play around with it, just add a “Grass Placement” script to your player character and set the “Temp Prefab”.
That object placement script is very nice, very promising. I’m using it for the grass in this picture. It’s a 60m radius of grass clusters around the player, each about 4m wide. I’ve got it updating every 2 seconds.
That’s a 2km terrain, which is what’s cool, the terrain size is irrelevant, it’s planting detail wherever you go at runtime. I love it ![]()
This is awesome. I have added it to wishlist, and will purchase with next round of unityassets. Congrats.
Really cool. Will have to try it out soon.
Version 1.2.0 is now available on the Asset Store. Here’s a reminder of what’s new:
Version 1.2.0
- There is now an option to place a Foliage Area from the menu, under “GameObject > Landscaper > Foliage Area”
- Prefabs have been replaced with “Archetypes”, which group certain options with the prefab itself
- Placement mode can now be chosen on a per-archetype basis, rather than for an entire species
- Archetypes have a scale range which is used to adjust the scale of foliage instances based on their generation. It’s no longer necessary to specify generation overrides in order to control scale
- Added a colour variation option to archetypes, allowing for foliage instances to be randomly darkened to add variation
- Generation overrides now also use archetypes for increased control
- Generation overrides can be individually disabled. For example: if you wanted to override generation 1, but not generation 0, you can do that now
- Greatly improved usability when editing foliage species
- Each species can now consist of multiple prefabs which will be selected from at random
There’s no change to the detail object placement system yet. The scripts are available in 1.2.0 but are still marked as experimental and are not meant for production use; there’s going to be a lot of changes to the system before it’s ready.
Also, I forgot to update the QuickStart guide video for version 1.2.0 before submitting, so the video on the Asset Store page is obsolete. Here’s the updated guide video:
Hello Sir @Aegon-Games !
Im a Another Happy customer ^^
Its so amazing you brought us Unreal tecnology to unity xD
Im Still testing this tool …
( And you will excuse me … but this product Has so many possibilities … that reaaly Stimulate our Imagination )
I want to do Also some “nature take over” and “ruins” kind of architecture Placemnt …
SO … Is it Possible Somehow ( latter in the roadmap ) us have "Splines " to Indicate More Precisely were the Various Archetipes and Biomes grow ?
As the “Megascater” Tool does … With a bit of “Shruberry” Hand placemnt too …
Lets Imagine the Ancient Enviroment : Unity Asset Store - The Best Assets for Game Making
Landscaper Would Doing this more precise scatering for example …
With Spline groups with many colors by hierarchies …
( … many splines draw across the Terrain or Large object that define each sub archetipes )
- A First Spline Would Put a row of Walls and Ruins and pillars Scatered … Exactly were we want along Those splines …
Then Over those Archetipes … chose some more Plants and Species to grow “over” and along the first objects Placed …
Then we can mix a bit of Sruberry Asset and allow us to “paint” new Splines “over” already Placed Geometries…
Then go further with Some more splines For hiper detailing Growth …
For example : We have the walls and alot Fauna Trees and flora growing around …
( So we just paint some splines on the surface of the walls … And now we can Scatter Moss that grows from those splines Along the Walls on a natural growing way taking acount the surface topology … )
Making this way The foliage Placemnt Act as good for “micro Placemnt” System with custom brushing Splines that Stick On top of geometries… and Guide the growing “as masks” already do …
INTERFACE Wise would be just to get us a “painting Sticky splines” Script … to act as mask And orientation placemnt …
Would be cool We have a Simplier More Intuitive “All in one place” interface were we just drag “prefabs”
( That are in a Tree hierarchy So we know Visually Wich are the Prefabs growing over What )
If you check Simple LOD : it has avery cool drag and drop items in a tree interface
And on those Would be cool to add with some Sliders that Would Put the Min and max Intensities of populated objects
OR if you dont want to code it from the ground … Here is a candy for you ^^
On a interface wise there is also a cool hierachies scripts That is OPENSource free called HyperView : Unity Asset Store - The Best Assets for Game Making
I KNOW ITS QUITE A ADVANCED STUFF Im dreaming and Visualizing here …
Its Almost like “Eon vue Ecosystems” But with Painting Splines even better …
But maibe that “painting splines” That Stick to geometries be in giant Landscapes or reaaly Small micro Detailing …
Maibe is not that dificult to code or that Impossible ? …
I mean MegaScatter already uses a splines system much like it … I own mega Scatter and its greath …
But a Combination of Painting Splines Like crazy Around and “Natural foliage placemnt” Along those
Would be just a BLASTING Amazing no other engine alike thing ^^
PS: this painting Splines that stick to geometries to define Folliage Scatering … Would be Also greath Adiction To be added into DUNGEN or in this system … If this Splines ( beside painting them ) Would Also grow Organicly …
Be trough a Whole landscape … Or just a Object or just a small part of it …
Each Spline would define the Main path … then Around Its Ecosystem .
Now imagine this System also Working Not just On landscapes but with Dungen … After Dungeons generation .
It would be a Complete crazyness to watch a Whole landscape from dungens to all enviroment outside
Just Grow procedurally Trough “ivy” lines paths … That we can also paint around ^^
I know This things might take one year to develop or something .
But Comming from the Creators of the amazing DUNGEN
We can expect the procedural sky be the limit …
THANKS SO MUCH FOR LISTENING !
3DLABS
Sorry for the really late reply on this one, I must have missed the forum notification somehow…
Those are some great ideas; the spline-based biome placement I think is especially important. Like you said, it’s a lot of work so it might be a while before I can find the time to work on it, but these are features that I’ll definitely look into implementing in Landscaper.
Hi, what is the difference between using this and Terrain Composer, many thanks. Wondering if I need to purchase this app ![]()
I don’t know a whole lot about Terrain Composer, but I’d say it definitely has a broader scope than Landscaper does.
From what I can gather, you wouldn’t gain much by purchasing Landscaper if you already own Terrain Composer; the only thing I can think of is that Landscaper’s foliage placement was designed to mimic forest expansion (see this part of the video), so you can have more naturally clustered foliage - but then again, I can’t say how placement is handled in Terrain Composer so it’s difficult to compare.
Hopefully, someone who’s used both can chime in and point out the differences.
I have not gotten too deep into Terrain Composer. I have spent more time with it then with Landscaper but have not done much with it. Landscaper is very powerful. Once you get used to it, which should not take long, you can make amazing forest. Everything from rocks on the beach to large kapok trees in the mountains, which then spawn kapok saplings.
I think Terrain Composer is a very powerful tool but to do what Landscaper does with forest placement would take many hours. The thing is Terrain Composer does more than just forest placement. If you can the best thing really is to work with both. Though I would definitely stick to Landscaper for forest placement.
I was unable to place grass with Landscaper. I could place prefabs, including mesh details, but not simple 2d grass.
Thanks for good honest information
hi here
about mobile we got some optimisation ?
Sorry, I’m not a mobile developer; I can’t comment on Landscaper’s mobile performance and I don’t think I’ll be making any mobile-specific optimisations.
oh ;( bad news
