Changelog

2.1

  • improved Improves calculation of performance for trees
  • new User preference to control the threshold at which tree display is changed

2.0.1

  • 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).

2.0

Presets

  • new Presets system. Applies only to procedural terrains at the moment.
  • new Presets can be imported/exported
  • new 10 default presets included

Procedural Terrains

  • 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

General UI

  • 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

Tree Distribution

  • 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)

Tools

  • 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

1.0

  • Initial Release
  • Terrain Generation using Diamond-Square
  • Terrain Generation using Heightmap image
  • Tree Distribution
  • Tools for vertex groups