I believe you should be able to rapide create and improve landscapes in Unity so I created Landscaper Terrain Tools. Landscaper Terrain Tools (LTT) is a set of tools which work with the terrain in Unity to help you create better scenes. This is a quick videos which demonstrates LTT’s features:
Here is a features list:
Easily create terrains using perlin noise, option for creating an island
Textures terrains based on height, supports a cliff texture
Plant trees and grass based on height and steepness at a certain density
Add water which has edge fade and shoreline foam effects to your scene
Place objects based on height, denisty and steepness
Paint objects onto your terrain using the singular placement tool
Create a fences along a defined path where each fence panel is rotated correctly
Create a path along a defined path where a texture is applied and foliage is automatically deleted
I’m really liking this. Just one problem with the tree placing. It’s fine with a full altitude range but when I adjust it from either end to try and not have any planted at lower altitudes, I start getting a strange pattern like in the image. The grass seems to have the same problem.
I’m sorry you’re having this problem FractalCore i’ve never seen it before. If you give me the resolution settings for your terrain I may be able to see why this problem is occuring.
LTT is just for the Unity Editor and doesn’t work at runtime.
This looks really promising as a simple but powerful alternative to more elaborate (and expensive) terrain solutions like Terrain Composer or RTP3. After watching the videos, I have a few questions/comments though:
How do you adjust terrain texture tiling? Do the textures you select in LTT get added to the actual Unity terrain texture list as well, or are they only available in LTT? If they get added to the Unity terrain textures, tiling could be controlled there, but if they aren’t, you should really include a tiling control.
While talking about integration with native Unity terrain, what if I use World Machine or some other 3rd party tool to create height maps, and import them to make a Unity terrain, or if I use something like Terrain Toolkit to add erosion effects? Can I still use LTT to texture and populate the resulting terrain with trees and vegetation afterwards?
Another possibly useful feature would be a tint control on each texture layer, allowing users to better match coloring between layers they are blending, such as between different vegetation layers, or between the cliff rock and overall ground coloring.
I like the simple water solution provided, but Wave Creator has a few more options, and might be preferable for anyone who also owns it. A tick box in the water panel to use WC, if installed, instead of the native LTT water, might be cool, allowing LTT to to control the water height, but using WC for everything else. I realize this isn’t strictly necessary, as anyone who wants to can just ignore the LTT water and use WC instead, but it might be a subtle way to encourage future users to get BOTH.
I’m still sitting on the fence on this one, as I already have a few terrain solutions in place. I’m still seriously considering it though. As with Wave Creator, the simplicity of setup is a huge plus, allowing users to obtain similar results to more elaborate programs, but without all the fuss. If you develop it the way you’ve done with WC, it has the potential to be a “must have” app. Best of luck with it SP0KK0!
You can adjust the terrain texture tiling the normal way through the terrain script as all textures applied to the terrain have to be on that list.
You can create the terrain topography anyway you want and all the other tools will still work.
I will think about implementing a texture tint although it think it will be complicated to implement.
I thought about adding Wave Creator settings into that panel for people who have purchased it but decided against it because I wasn’t sure how many people would own both assets. I will consider adding some WC settings for a future update.
Thanks for the info. Terrain tiling and 3rd party tool integration were the really important issues for me, and I’m glad they’re covered. The rest of my suggestions were just wishful thinking. Texture tinting is something a lot of other terrain tools don’t do either, which means I often end up doing it in Photoshop if needed, so it isn’t really a “required” feature in LTT. And Wave Creator integration, while it might be nice, wouldn’t be a problem to do without either.
Thanks for the interest in the product. What new features would you like to see in the Generate Island Function? I’m open to suggestions and if they’re viable i’d be more than happy to implement them.
I’d like to see more realistic islands,with cool coastlines,etc.Maybe bigger than 4kx4k.Also,i want to know if its possible to generate more than one island in the same scene.
Do you have some pics of islands that can be made with this tool?I really want to buy itl!
Taking a look at this and it looks really helpful. Incredible price too.
I already have terrains but just need to place trees, details, and objects. The path tool will be a thrilling bonus. My question is can you use this extension to place all these objects and then remove any connections with the terrain to the extension? I am making environment packs for the asset store and I can not, of course, include your pack. I know for sure I will not be able to use your water in the pack which stinks but the placement tools are the target.
If you can do this I will be buying this tonight. Hey. Will probably still buy it anyway;). Can at least use it in the demos.
In regards to Rick-'s island question: I’ll work on some island generator features for future updates. The way I would create more than one island is to use the normal terrain generation in LTT then use the lift terrain tool which comes standard in Unity. I would use this tool to raise the terrain in two places thus creating two islands and still having the bumpy fractal surface. I will post some screenshots of islands in the next few days.
In regards to Baldinoboy island question: Excluding the water there are no connections between the terrain and LTT, you are free to remove LTT from your project at any time and your terrain will still work and look like it did.
Awesome. Thank you. Three more question. Hey you said all questions welcome. I am going to have a lot;). I have watched the videos a couple of times and noticed a few things to ask about.
I noticed there is no detail placement only grass texture. Is there going to be a way to place detail meshes like the grass? I like to use meshes for the grass instead of the default grass planes.
Is there a way for when mass placing objects to align the objects to the terrain? Like it automatically rotating the rocks by the xz axis so that it is matching the hill angle.
Also could you put in a way to control the steepness placement for an individual tree, grass, or rock. Like if I wanted a palm tree to be on a cliff but a jatoba tree to be on a more flat area. I guess you can do this by 0ing the density of the trees you do not want too steep, raising the steepness, using add to map setting, and place.
Okay. A couple of those sounded more like requests than questions. Sorry. You have already put a lot in this and are not charging much. Just needed to ask. Keep up the awesome work:smile:.
This looks like a great system. I have 2 questions:
Is it possible to use this system on multiple terrains i.e. not to create multiple terrains but to texture and place objects onto multiple terrains created
Is it possible to use custom shaders/materials with this or only to assign different textures?
One more question after my previous and Hamesh81s’. When placing the trees can you control the color variation? I noticed in your video there does not seem to be any variation, which I honestly prefer than to have black trees with the normal mass place. Just want to make sure it will not make any trees that look burnt.
Here is a screenshot of some islands I made with LTT for Rick, this took me around 20 minutes to create:
In regards to your questions Baldinoboy, I could well add a feature which places detail meshs in the next update instead of just grass textures, i may also add auto-alignment for mass placing objects where there are automatically angled to the same gradient as the terrain. You could add trees at different steepnesses using the approached you said, I could add steepness settings for each tree but I don’t want to clutter the interface so I shall think about it. I could add some color variation for trees as well as grass, I agree. I shall look at implementing much of this in the next update.
In regards to Hamesh81, unfortuantely LTT only works if you have one terrain in your scene at one time. You can use it on different terrains in different scenes but not more than one in one scene. You can use a different Shaders for the terrain if you want to.