PANGAEA Terraform ✅- GPU Fluid and Spline Based Terrain Generator

** PANGEA Terraform - GPU Fluid and Spline Based Terrain Generator**

This is the new ARTnGAME major asset release, for Terrain generation based on a GPU enabled fluid simulator. The module presents a new way of sculpting of terrains using a real time fluid solution fully controllable by the user.

The system allows for real time manipulation and generation of effects like erosion and land sculpting, and is working directly on GPU for maximum performance.

A spline system is used to curve roads and rivers on the terrain, or place mountains and define terrain regions for editing.

:white_check_mark: Base version Features:

  • GPU based terrain editing for real time performance on any of the effects, even the most demanding ones like erosion
  • Fluid based erosion and real time curving of terrain with eroding water brush
  • Global rain simulation to create rivers and river maps
  • Direct application of solution to Unity terrains and creation of overlapping river map, with rivers flowing at run time
  • Optional Mesh based terrain system with LODs
  • Spline based control system for creating mountains, curving roads, rivers and creating stamp maps
  • Powerful stamp system with 3D preview, GPU accelerated, with brush scaling and rotation, replacing or additive stamping
  • Direct real time Stamp of any 3D object with the Depth Map stamper
  • Multi terrain editing, with brushes applied across 4 neighbor terrains
  • Mesh from spline and wall generation system
  • Big Variety of Noise functions on GPU, for easy, fully parametric and fast terrain formation generation
  • Various levels of Undo, state saving and restoration, non destructive spline based manipulation, roads and mountain definition
  • Parametric GPU based Hex grid generation
  • Physics based object placement system

:white_check_mark: Pro version features:

  • Connection to ARCGis for real world map retrieval and use for the game map formation
  • Procedural City and surrounding road and fields generator and auto terrain formation around it
  • Meta mesh based object generation system for easily creating organic formations, rocks, caves etc
  • Road generation system, with intersections, bridges etc
  • Procedural buildings generation system
  • Procedural rock generator
  • OpenStreetMap data importer for building and roads

and many more features to be added until release.

Dynamic Spline based roads

Hex map and terrain editing

Real time fluid and rain simulation for erosion and river - lake curving

Splines based manipulation

Erosion based path curving at specified heights

Multi terrain brush application

Noise based terrain generation

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Reserved

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Stamp preview

Mask painting directly on them map for global rain simulation control

Terrain sculpting

Spline based mesh generation and automatic adaptation to terrain

Procedural city generation (Pro version)

Erosion in GPU based sculpting




Hex GPU mapping

Meta mesh sculpting (Pro Version)


Real world retrieval of height and splat maps (Pro Version)

Fluid GPU based flow map and river - lake generation, river flow simulation also in game time


Cool :slight_smile:

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Thanks :slight_smile:

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Rain simulation in game time, controlled by a mask that can be painted also in run time.

Multi terrain editing and Fluid Simulation

Local fluid painting and erosion

Terrain Curving and editing in Higher solution resolution, here using 64x64 cells grid versus 32x32 in all previous videos

Sample terrain shaders WIP - Parallax effects (Pro version), with embedded fluid simulation for water to adjust flow in real time around rocks and dynamic obstacles

PANGAEA Terraform - Noise based map generation and Water fluid simulation

Noise and Hex map generation

Solution space (Rendertextures + Mesh terrain with LODs)



Solution passed to Unity terrain at various height settings



Transferring of the solution to Unity terrain at various heights, the system will have various ways of transferring the solution to final Unity terrains including adapting it to an existing terrain, or stamping it in a replacing way etc

An existing Unity terrain can also be set as initial height map and be further edited with the fluids system and the other asset tools and passed back to Unity terrain when finished.

PANGAEA Terraform - Procedural city and Spline Road - non destructive stamping for real time changes



Added more noise options, one of which allows splitting of land into fields using Hierarchical Voronoi tessellation.

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PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

Water based terrain sculpting showcase.


A sample of the Hierarchical Voronoi tessellation in shader, this can also be used for generating a texture that will color the fields directly. A texture making module using the terrain tools is also in the works together with the terrain sculpting tools.

I am also adding a special preview mode to control the effect, by previewing the shader texture directly in the inspector when parameters are changed, like the above image, before the application to terrain.


PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

River curving WIP







PANGAEA Terraform - New ARTnGAME GPU based terrain formation tool

Curving irregular fields using Hierarchical Voronoi noise