new New terrain engine written in Rust
new New materials using textures. Textures are high resolution and CC0.
new New presets for the new engine
new Live Mode. Mirage can watch for changes in settings and update the terrain in realtime
new Terrain Types. Mirage now supports multiple algorithms and settings for differnt kinds of terrain
new Smooth hills terrain type
new Mountainous terrain type
improved Height setting is now more reliable
new Terrains can be rectangular now
improved Terrain can have any resolution. No more grid settings.
new Rotation setting. Rotate the terrain mesh.
new Scale setting. Scale setting controls the real world size of the terrain.
new Offset setting. Terrain mesh can be offset in X and Y axis.
changed Fluvial erosion is now called Water Erosion
improved Simplified UI for Thermal Erosion
improved Simplified UI for Water Erosion
new Water erosion now supports springs
new Terraces modifier (replaces the old Strata modifier)
new Data maps modifier
new Seamless modifier
changed The old Island setting is now a modifier
removed Plateau and sea floor settings have been replaced by the terraces modifier
improved Terrain engine is now unit tested
improved Smooth falloff modifier now has a Radial setting, with factor and size controls
removed Edge options have been replaced by modifiers (smooth falloff and island)
changed Mirage doesn’t generate vertex groups by default anymore. They can be controled with the Data Maps modifier or autogenerated when adding a distribution layer
port Now working with Blender 2.8
new Materials for Eevee for all terrains
fixed Materials are now disabled if using a render engine that’s not Cycles or Eevee
fixed Fixed presets for new system
new Terrains can now have a default material. The material can include procedural textures or empty image nodes.
new Rocks now have a default material. This includes a material for high poly and another for low poly rocks.
changed Terrain/Rock features are now called modifiers to be more in line with Blender’s lingo
new The “island” setting has been moved to a modifier of its own
improved The island modifier now includes a default material with customizable water color
improved The island modifier now has an option to include (and generate) foam in the material
improved The island modifier now has an option to control the turbulence of the water
changed Terrain generation no longer happens in a separate thread.
improved Terrains only generate vertex groups for plateau and below sea if they are actually needed.
improved Vertex color groups are now optional and no longer generated by default
improved Much faster terrain generation
improved The smooth edge option has been merged into the slopes modifier
changed The slopes modifier has been renamed Smooth Falloff
improved The straight edges modifier has been moved to its own modifier called Diorama
improved Diorama cube is now a separate object parented to the terrain
improved Diorama cube is UV unwrapped by default
improved Diorama cube can have a default material with either procedural textures or empty image nodes
improved Diorama cube height can now be customized
improved Modifiers list now expands to show all rows by default
fixed Bug where presets failed to apply
new Invert terrain feature
new Blocks feature. Generates a voxel-like effect in the terrain
new Fluvial erosion feature. Simulates the effects of erosion caused by rain.
improved Faster vertex group generation
improved Better value range for alpine. Results are more even and well-distributed.
fixed Bug when overwriting presets
fixed Bug in the heightmap selector
fixed Bug where terrain/rock features were sometimes not loaded
improved Code cleanup and PEP8 fixes
fixed Bug when using smooth edges (terrain generation failed)
new New object distribution system using layers
improved object distribution layers are saved in terrains now
improved Better UI for relative scale (formerly autoscale)
improved Distribution panel only visible when there’s an object selected
new “Optimize for camera” setting for object layers.
new Types of layers: Trees, Rock, Grass and Props
new Minimum height setting
new Minimum slope setting
new Area coordinates setting (X, Y, Width, Height)
new Feather setting. Makes the distribution’s borders softer
new Random setting. Randomly add/remove density of distribution
new Rotation setting
new Random Rotation. Add some randomness to rotation
new Seed setting to control randomness settings
new Slant setting for trees
new Cluster setting for trees/grass. Improves realism by grouping trees in the specified number of clusters. The intensity of this setting can be tweaked too.
new Clump at the bottom setting for rocks. Groups rocks at the bottom of the terrain to simulate rocks rolling down.
new Object layers can be disabled to avoid adding them
new Object layers can be cloned
new Object layers list can be cleared. Optionally only particle systems can be removed.
new Object layers can be exported to CSV, Python Lists or Splat maps
improved Particle systems are deleted when object layers are deleted
improved Better UI for vertex group generation in tools panel
new Presets can now be imported from zip files
new Add support for STRM (.hgt) and Gridded ASCII (.asc) files for heightmap based terrains
new Exported terrains can be split in several smaller images
fix Typo bug when making generated terrains with the island setting
fix Don’t try to reload custom icons when reloading the addon
fix Don’t re-register terrain features when reloading the addon
fix Prevent unnecessary recursion on custom detail amount for terrains
fix Show a nice error mesage when trying to apply object distribution on a terrain that no longer exists
improved Mirage now only prints messages to the console when it’s finished making terrains or in case of errors
improved massive refactoring throughout the code. Much more maintainable now
improved Code now follows PEP8 more strictly
new Terrains can now be generated directly as heightmaps
new Generated heightmaps can be automatically split into smaller images
new Rock generation
new Rocks are UV unwrapped by default
new Multiple rocks can be generated at once
new Rocks can be automatically added to an object distribution layer
new Rocks can be baked from a high poly model into low poly automatically
new Baked rocks can be automatically triangulated
new Mirage can setup the rock bake, but don’t actually bake. That way the rocks can be tweaked before baking.
new Low poly rocks are automatically stylized when the polycount is lower than 100
new High poly rocks can optionally feature cracks and crystals on top
new Button to access documentation on addon preferences
improved Improves calculation of performance for trees
new User preference to control the threshold at which tree display is changed
Fix Fix a Bug in addon registration, where it refused to enable for some people.
Fix Fix a in terrain generation, where some people were unable to generate terrains (the “tuple” error).
new Presets system. Applies only to procedural terrains at the moment.
new Presets can be imported/exported
new 10 default presets included
new New Terrain algorithm based on Frequency Synthesis. Much more realistic, and slightly faster.
new Terrain generation doesn’t block the Blender ui anymore, and shows progress in two steps. (Mac and Linux only)
new Terrain generation can be canceled (before it’s linked to the scene)
new Terrain Features tab. This is where optional terrain effects will live in the ui.
new Slopes Effect
Can control intensity for X/Y axis
Can set a minimum height for X/Y axis
Slope direction can be inverted
removed Initial heights was removed and replaced with the slopes effect.
new Thermal Erosion
Repose angle (talus) can be modified between common ground values (30-45)
Strength of the effect can be controlled
new Stratified effect (strata).
Can happen at different frequencies
Strength of the effect can be controlled
Slope can be inverted (going inwards)
changed Terrain detail now uses a dropdown selector with three levels (normal, medium and high) and a custom option.
new Custom detail. Terrains can now have specific number of segments.
Lets the user fine-tune the amount of vertices in the final mesh
Custom Base Grid setting lets the user increase the amount of fine detail in the terrain
new Plateau setting. Flattens terrain at a specific height.
changed Terrain is always generated at 0,0 coordinates and is scaled vertically between 0 and max height.
changed Terrain remains at 0,0 coordinates even if sea level is higher than zero
new Alpine setting. Increases difference between valleys and peaks
new Deformation setting. Makes the terrain more “twisty” and adds more ridges
changed Seed values are now positive integers going up to 2,000,000,000
new Smoothed to plane edges now have a “smoothing factor” that determines how much the terrain is smoothed (works in island too)
Terrains from Heightmaps¶
new Add preview selector for previous heightmaps
fix Make the file browser show only images when selecting heightmap
changed Move terrain from heightmaps to it’s own panel
changed Group buttons and inputs in the ui
changed Use real world measure units whenever possible in the ui
changed Use 0-10 and 0-5 integer ranges in the ui whenever possible (easier to tweak)
new Set a custom tab for Mirage’s panels in Addon Preferences
fix Disable “Add trees” if no group selected
fix Check if the selected tree group is not empty
fix Use trees rotated on the side to take advantage of Blender’s random rotation
fix Make sure tree mesh dimensions are never 0 when calculating auto-scale (so billboards can be used)
new Export vertex Groups to image
new Export terrain to data
Export as 1D/2D list
Export as Python/CSV
new Export to heightmap is now separated into a button
Can export heightmaps from any plane-like mesh
changed Heightmaps are now exported in Linear colorspace
Terrain Generation using Diamond-Square
Terrain Generation using Heightmap image
Tools for vertex groups