Changelog

3.4

  • 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  • removed Plateau and sea floor settings have been replaced by the terraces modifier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  • removed Edge options have been replaced by modifiers (smooth falloff and island)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

3.3

  • 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

3.2

  • 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

3.1.1

  • fixed Bug where presets failed to apply

3.1

  • 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

3.0.1

  • fixed Bug when using smooth edges (terrain generation failed)

3.0

  • 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

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