TerrainComposer 2 is a complete new product that I redesigned and developed from scratch in C# with inspiration of TerrainComposer 1. TerrainComposer has been a top selling terrain tool in the Unity Asset Store since version 1 was released 3 years ago. A new update has been released 23 Februari 2017 with RTPv3 integration and new export features.
If you have any questions just contact me at Nathaniel_Doldersum@hotmail.com
Screenshots of terrains made with TC2.
Here’s the TerrainComposer2 trailer. I hope you like it
The GUI in the video is replaced by the official one.
With TerrainComposer 2, I took very special care to make it beginner friendly and to make it a breeze to work with for artist and programmers. This is very important also because with TC2 you can create terrains on an enormous scale with unlimited amount of biomes and at all times you need to keep a good overview. TC2 has a linear graphical node interface with preview textures where you can exactly see what happens on each node, each group and on each level. The whole system is linear and TC has automatic alignment of the nodes, layers and layer-groups, so no hassling for moving nodes around and no crossing node connection wires all over your screen. TC2’s node window Hierarchy is using Unity’s GameObject system, so you can skip a learning curve there. TC2 can be learned within a few minutes if you are familiar with Unity’s GameObjects. It has everything build in what you already know from Unity: positioning/rotating/scaling, duplicating, drag and drop, and very important undo.
A highlight of the features in TC2
- Linear Graphical Node based GUI interface. Specially designed for user friendliness, cleanliness, overview and scale ability. For beginners its a breeze to learn and for experts and artists a breeze to work with. No hassle with aligning of nodes and no crossing node connection wires all over your screen! Just drag and drop your node where you want it and it will snap in place. Node window uses culling and can contain a huge amount of nodes. What is not on the screen is not drawn.
- Generates on the GPU, making terrain updating instantly. No need for visualizers, guessing and waiting what might happen! It’s not just some noises that run on the GPU, but TC2 its entire generate system with preview textures, curves and even precise mesh collision for placement.
- One powerful workflow to create a complete terrain from all outputs: heightmaps, splat texturing, colormaps, placing vegetation and objects.
- Includes many examples and presets.
- Uses drag and drop prefab system to save/load presets which can be a node, a layer or entire layer group.
- Most advanced layer system to create variation and masking, which is comparable to Photoshop.
- Advanced mask system that allows unlimited masks on a layer and layer group.
- Many node rules like height, angle, splatmap, collision, convexity, noises, mathematical shapes, images and 16 bit raw images.
- Included complete noise library including erosion looking noises: Perlin, Billow, Multi-fractal, Cell noise, IQ, Swiss, Jordan and Random with each many variations.
- Mathematical shapes: Circle, gradient, rectangle and constant.
- Unlimited freedom with the amount of nodes, groups and levels. Each group/level can be masked, transformed, cloned and saved/loaded with drag and drop. This opens the door for unlimited amount of biomes. Create terrains within your terrain.
- Can be used in runtime and generates ultra fast, needs DirectX11.
- Advanced and easy to use stamp node. Includes high resolution stamps.
- Image node for using images for input and masks.
- Mesh collision detect system that is independent of physics colliders and is pixel accurate.
- Global seed and a seed on many levels for the procedural noises to create randomized terrain.
- RTPv3 integration with auto colormap and normal assigning.
- Export heightmaps, splatmaps, colormaps and normal maps.
- Automatic terrain adapting based on manually placed objects. The way the terrain and spawned objects adapt is all based on how you setup the nodes with rules in TC2.
- Multi terrain-tile support. With multiple terrain tiles areas (grouped terrain tiles).
- Fully scalable and expandable. TC2 generates in world space. So no matter how you position the terrains or how many terrain tiles, it will always generate at the same position. So you can expand/shrink your world anytime during the workflow without the need of re-positioning or re-scaling.
- Included source code with clean C# code. Each node type and node groups have it’s own GameObject with attached script and can be easily modified in run-time.
TC2’s GUI has scrolling/zooming/easy foldouts/drag & drop and many more features. Here are some screenshots of TC2 with the official GUI.
This screenshots below I just took of a terrain I put together by playing 5 minutes with TC2. Some quick settings with 2 stamps and 1 perlin noise heightmap, 8 splat textures (without normals assigned) that are included in TC1, and 4 grass textures. There’s no RTP, just standard Unity terrain shader. There’s Time-of-Day and some image effects (SSAO and Scion). So with TC2 you will be able to make even better looking 24 hour demo’s in 5 minutes…Terrain creation goes very fast because TC2 updates the terrain instantly, adjustments made will animate the terrain.
Not only great care is taken about simplicity, clean interface, usability etc. But TC2 has an enormous increase in power, freedom, scale ability, diversity and performance. TC2 is truly a ‘Next Generation’ terrain tool that can generate on the GPU, making it able to create and update terrains with frames per second that makes it even possible to animate terrains.
Second TC2 is an unlimited blending powerhouse. With TC2 you can create an immersive amount of diversity. As in TC2 everything is group able and groups can be grouped and those can be grouped, etc. Every group is mask able and transformable. And any group or node you can drag and drop it in your project to save as a prefab and drag and drop it back anywhere in TC node window. So any adjustments can be made anytime during the workflow on any group level without any waiting time. What I mean you can create terrains within terrains! We’ve all seen nice terrains with uniform texturing and placement, but what makes a terrain stand out is its diversity in my opinion. To not bore your gamers/users you need dynamic terrain and with TC2 you can create unlimited biomes on small scales and very large scales, you name it. If you still want a classic uniform terrain of course that is also possible.
This video is a quick showcase of the manual object placement feature of TC2. Have the terrain and spawned objects automatically adapt based on the rules you setup to your manual placed objects! P.s. This video is from before I made TC2 official GUI so it still has the old prototype GUI.