Full Feature ListΒΆ
- Terrain generation based on Frequency Synthesis and F2-F1 Voronoi
Manual or automatic seeds
Real physical size (metric or imperial) setting
Roughness control
Sea level and Plateau clipping
Control over montainousness, ridges and twisting of the terrain
Straighten edges
Smooth edges to a plane, with smoothing factor control
Automatically generate an ocean plane
Simple and Custom level of detail (vertex count) control
Add Thermal Erosion to the terrain
Simulate fluvial erosion in the terrain
Invert the terrain
Simulate voxel-like terrain
Control height of the terrain as a gradient on X/Y axis
Create a layered (strata) terrain
Generate height based vertex weight and color groups
Generate a vertex weight, color group for sea level
Generate slope based vertex weight and color groups
Generate a vertex weight and color groups for plateau
Generate a heightmap instead of a mesh
Split heightmap into multiple smaller images
- Terrain generation from a heightmap image
Automatically add displacement modifier
Read from STRM (hgt) and Gridded ASCII (.asc) files
Automatically adjust image texture
Level of detail (vertex count) control
Generate height based vertex weight and color groups
Generate slope based vertex weight and color groups
- Presets System
Save presets from procedural terrains with a name and description
Edit presets
Import presets (from single files or zip files)
Export presets as JSON files
- Object distribution
Automatically generate density vertex group based on height and slope
Use as many layers of objects as you want
Slope and height control (maximum and minimum)
Density and scale control
Set scale relative to terrain
Automatic performance display setting
Specific settings for trees, grass and rocks
Clump rocks at the bottom to simulate rolling down
Group trees and grass in clusters
Feather (soften) the density of the distribution
Limit distribution to specific coordinates
- Rock Generation
Low poly or High poly rocks
Low poly rocks are automatically stylized when lower than 100 faces
Rocks can have cracks and crystals
Rocks can be baked from high to low poly automatically
Can be added to a distribution layer automatically
Genearate multiple rocks with randomized scale
- Tools
Update or generate all terrain vertex groups
Export vertex groups as images
Export heightmaps (form any plane-like mesh)
Split heightmap into multiple smaller images
Export terrain to a list of heights (Simple or 2D, Python or CSV)
Export distribution layers to splat maps, Python lists or CSVs