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