TerraLand 2 – High Quality Photo-Realistic Terrains from Real-World GIS Data

There are a lot consideration to be taken into account for the TerraLand Runtime API that will be added in future including various callbacks and events in different situations :wink:

Any ETA on the updated API? Our use case involves changing terrain locations at runtime, so I would rather wait until the new API is released before switching over to dynamic.

@tgaldi unfortunately I can’t promise that it will be out soon because currently we are working on our upcoming product and its demo for full time. But whatever you need is there in the API and they can be easily exposed through public variables. You can always ask us for specific parameters you need and we will guide you through them.

Why TERRALAND 3 costs less than TERRALAND?

@OutCyder TerraLand 3 is on introductory sale which is going to be ended at the end of this month. The regular price will be $49. We have to keep the ver. 2 for sometime with its old price until all users made upgrades.

Even at 49, it will cost less than TERRA.
I can’t understand: doesn’t it have more features? What are the differences?

Yes, the price has been reduced for the ver. 3 but we have to keep the old TerraLand with its defined price in our webstore and UAS so that old users can upgrade; it will be removed later when it’s safe though.

Ver. 2 (as TERRA you mentioned) will not get updates anymore and the ver.3 is the same TerraLand but updating plus some new features such as the streaming.

Find more technical info and comparison between these 2 versions here: TerraLand 3 - Streaming Huge Real-World & Custom Terrains For Open-World Environments - Community Showcases - Unity Discussions

P.S. You can also join TL3’s Discord channel here to discuss about it: TerraUnity

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Hi! Im making mobile game with open areas up to 4x4 kilometers. I used to make terrains in Race Track Builder. Its biggest limitation is that it grabs only one square with one satilete image on it. So image tedail depends on size of the grabbed area. I can export fbx file from it and import it to unity. That gives me terrain model with very low triangle count(from 3000k) with that 4k texture.This is great for mobile performance.
The biggest plus of this software is that it let`s me define which areas of terrain mesh wil have higher elevation detail and which areas will stay low res/triangle count. I can paint in higher elevation detail in certain places wich increases triangles count under the brush to accomodate this higher fidelity detail.
Your software lets user to have multiple squares with highest possible satelite image on each of them. so that is a huge win for me.
But can i control or predefine elevation detail and triangle count for each square or all of them?
Is it possible to paint in or define by any other means higher elevation detail in certain areas of given square?
Can i convert each square or set of squares to fbx or any other 3d format so i wouldnt have to use unity terrain?
Will your latest version work with Unity 5.5.6f2?
Thanks!

Yes, that’s exactly the way it is.

Yes, you can choose and define elevation detail for the whole surface but each tile must have equal resolution as TL generates terrain objects instead of meshes and that requires them to be in equal resolution for seamless neighboring and stitching. So the active triangle count (active means the number of triangles dynamically change by terrain’s built-in LOD & tessellation) depends on the heightmap resolution and Pixel Error in the settings tab of terrain which can also be set from TL UI.

As stated above, TL creates terrain objects instead of meshes and terrains need to have uniform resolution and triangle patching throughout the whole surface to do its built-in lod & tessellation as a dynamic surface based on player position. So terrains can’t be TINs and that’s pretty much the same for every other engine AFAIK.

Yes, you can simply fire up “TerraLand Terrain” component, go to “Terrain To Mesh” processor section in the UI and convert existing terrains in the scene into meshes. These meshes can be automatically imported and placed in Unity or can be used outside Unity in any other 3D modelling software, it produces an OBJ file.

Then you can simply create TINs out of these meshes for better performance by using any triangle reduction solutions for meshes inside Unity of outside it in preferred 3D modelling program.

TL3 officially supports Unity 2017.2 & later but can be easily backported in Unity 5.x. @twobob has already done this so you can ask him if he can help.

You can also join TL Discord channle here: https://discord.gg/uZKmAy9 and ask questions there.

Yeah VS can do what you are implying there with some love and some code to spit the VegetationSystems out at dynamic terrain creation time and some rules to respect the original splatmaps AFAIK. There are details /around/ that subject over on the VS discord and in the docs and in the working examples AFAIK.

Backporting 3 to Unity 5.6.6 was trivial as I recall. Maybe a few Seed declarations or other reverse engineered API namespace adjusts but nothing major I don’t think.

That’s great, thank you.

Yes, it’s a few changes and inserting pre-processors in some places. Actually we had to drop Unity 5.x support as terrain API is changing a lot recently, so keeping a universal solution seems impossible in near future.

Hi, I just found this asset today. One question: Once you download the map and export it to Unity Terrain, is it possible to use it with Vegetation Studio Pro for instancing the Terrain Textures, grass and trees?
Thanks.

Yes, absolutely. TerraLand creates terrains on top of Unity’s built-in terrain system and generated terrains are compatible with Terrain system’s stock tools or any other 3rd party assets that work on Unity terrains.

ok, I’m a bit confused about this asset…

  1. with this asset you can use it to your own game or it’s just some special pack for simulation / flying?
  2. Is it a replacement for WorldStreamer (NatureManefacture) on your own game?
  3. Can you access all your tiles (maps) on your scene to keep editing them and modify them with Gaia (For instance Stamping new Heighmaps)? Is it 2018.3 multi tile compatible?

Hey, I think I can answer those.

  1. Yes. Think of it as an asset generator, Textures/Splat Maps/Terrains/Various terrain utilities
    I just updated my game map with it

2). No, it is an “alternate” streaming solution…World Streamer is more…complex tech?
3).Yes, It’s great for use in other tools, all files are stored locally.
4) 2018.3 is in beta, and I’m pretty sure if not supported now, they are working on it.

p-

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Why are you at all? Everything is there for you to get started in the first 2 posts of this thread. In addition to all @ said above, here are the answers to your questions.

TL is a complete suite for terrain generation from real-world GIS data and also a complete toolset for terrain editing in Unity whether they are generated by TL or user custom terrain data.

TL’s streaming system deals with huge datasets of Heightmap/Imagery for terrain creation which are outside Unity projects and not imported in project at all. It means you can create a geo-server somewhere in your hard drive, save elevation/imagery data files in it (possibly terabytes of them) and use the runtime streaming handler in TL to stream them in gameplay and in real-time.

Yes, generated terrains can be edited with any other 3rd party assets as mentioned before. In Static World Mode of TL where you generate terrains in the editor, you have access to all terrain objects and their physical data files to edit/update them using TL’s built-in tools or any other tools.

https://discussions.unity.com/t/702242 page-4#post-3860908

The multi-tile feature in Unity 18.3 is just a more visual representation of the multi tile terrain system which was already only achievable through the terrain API and is more automatic now. This has nothing to do with TerraLand’s built-in multi-tile support and they both work on the same subject alongside each other.

Hello,

This product looks awesome,
But I am very new to unity,
I have only tried it a few times and found it difficult.
If I purchase this product, will I be able to download and use in my fps game the map of india and its terrain?

Thank you.

@Jaan_Doh Thanks for the kind words. Yes, you can absolutely use TL in any projects targeted for any platforms as you can define resolutions and details by yourself based on target platform or if you want to use custom shaders/assets/graphics. Also TL has global coverage to obtain its data so no matter where you want to generate terrains from on the Earth.

Watch video tutorials and showcases here: https://www.youtube.com/user/TerraUnity
Join our Discord channel here to chat with us and the community here: TerraUnity

And follow latest announcements and releases or ask future questions in this thread here: TerraLand 3 - Streaming Huge Real-World & Custom Terrains For Open-World Environments

Oh I’m gonna have to buy TerraWorld. I hope that’s still progressing nicely!