, Unity插件 – 地形创建工具 Terrain Composer 2,

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file size: 33.1 MB

version: 2.89

original Unity version: 5.1.5 or higher

TerrainComposer2 is a powerful node-based multi-terrain block generator. TC2 uses the latest GPU technology to provide you with real-time results, which makes creating terrain faster and easier than ever. TC2’s folder, layer system, and workflow are similar to Photoshop, which makes it possible to make full control and rapid changes in the workflow at any time.

TC2 not only pays great attention to simplicity, simple interface, usability, etc., but also has great improvements in functionality, freedom, scalability, diversity and performance. TC2 is a true “next generation” terrain tool that can be generated on GPU, allowing you to create and update terrain at frames per second, and even animate it. This opens the door for real-time streaming.

Second TC2 is an unlimited hybrid power source. With TC2, you can create immersive diversity. As in TC2, everything can be grouped, groups can be grouped, groups can be grouped, and so on. Each group is masked and transformable. You can drag and drop any group or node into the project to save as a prefabricated, and then drag and drop it anywhere in the TC node window. As a result, any adjustment can be made at any team level workflow without any waiting time.

We have all seen beautiful terrain with uniform texture and location, which can of course be made using TC2, but the highlight of the terrain lies in its diversity. In order not to bore the audience, you need dynamic terrain, and with TC2, you can create unlimited communities on a small scale and on a very large scale, anything is possible.

features: * including many examples and presets. * out-of-the-box support for multi-terrain blocks, which TC2 regards as a kind of terrain. * Linear graphics nodes based on GUI interface. Designed for user-friendliness, cleanliness, overview and scalability. It is easy to learn for beginners and easy for experts and artists to work together. * similar to the folder layer system, similar to the Photoshop layer system. * Advanced masks, using an unlimited number of masks on layers and layer groups. * use the latest GPU technology to provide real-time results. There is no need for visionaries, guesses and waiting for what might happen. * there is no hassle of node alignment, and there are no crossed node connections on the screen. Simply drag and drop the node to the location you want, and it will snap into place. * A powerful workflow to create a complete terrain that includes height maps, splat textures, color maps, placing vegetation and objects. * Advanced presets. Use Unity’s drag-and-drop preform system to save / load presets, which can be nodes, layers, or entire layer groups. * there is no limit to the number of biota, nodes, groups and levels. Each group / level can be masked, converted, cloned, and saved / loaded by drag and drop. This makes it possible to create terrain in your terrain. * the terrain is fully scalable and scalable. TC2 is generated in world space. Therefore, no matter how you place the terrain or how many terrain blocks you have, it is always generated in the same location. As a result, you can expand / shrink your world at any time in your workflow without having to reposition or rescale nodes. * Export height maps, splat-map, color maps, and normal maps. * automatically adapt to the terrain based on manually placed objects. How the terrain and generated objects adapt depends entirely on how you use rules to set up nodes in TC2. * includes a complete noise library, including corrosion appearance noise: Perlin, Billow, Multi-fractal, Cell noise, IQ, Swiss, Jordan and Random, with a variety of variations. * many node rules, such as height, angle, splatmap, collision, convexity, noise, mathematical shape, image, and 16-bit original image. * Mathematical shapes: circles, gradients, rectangles and constants. * can be used at run time and generate ultra-fast, requiring DirectX11 or Metal. * contains source code with clean C # code. Each node type and node group has its own game object (with additional scripts) and can be easily modified at run time. * Advanced and easy-to-use stamp nodes, including high resolution stamps. * an image node that uses an image as input and a mask. * the grid collision detection system is independent of the physical collider and the pixels are accurate. * Global seeds and multiple levels of seeds are used to create program noise for random terrain. * RTPv3 is integrated with automatic color map and normal chart assignment. * Node windows can contain a large number of nodes using culling. Content that is not on the screen will not be drawn.