The long awaited TerrainComposer2 is finally on the Asset Store. Get TerrainComposer2 with a very special introduction price discount, only valid for a limit amount of time. Get 47% discount from $85 for only $45. The upgrade price for TC1 to TC2 is with 40% discount from $40 for only $25. Features are added to TerrainComposer2 with a fast pace. A big new update (version 2.17) has just been released in October.
If you have any questions just contact me at Nathaniel_Doldersum@hotmail.com
Screenshots of terrains made with TC2.
Here’s the TerrainComposer2 pre-release trailer. This is just a quick demonstration of what I’m preparing for TC2 release trailer. I hope you like it
The GUI in the video is replaced by the official one.
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.
TerrainComposer 2 is a complete new product that I redesigned and developed from scratch in C#. TerrainComposer has been the top selling terrain tool in the Asset Store since it was released 3 years ago, until the last few months new competition took it over, and with good reasons. If you have seen TerrainComposer’s reviews you noticed that people have difficulties with its GUI, although the people that are able to use it do enjoy it. But over time I learned it’s not really beginner friendly. The GUI is too cluttered and it lacks visuality of what’s going on, too many buttons, etc. So that lead me into developing TerrainComposer 2, and put my time into it instead of getting TC’s tutorials etc up to date. With TerrainComposer 2, I took very special care to make it absolutely 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.
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. This opens the doors for instant real-time streaming and TC2 comes with realtime and editor streaming out of the box. Not just streaming of a quad number of terrain tiles, but a multi-resolution terrain technique (there’s levels of terrain area’s where the terrains in the background are bigger in size and thereby lower in resolutions). So you can have a huge view distance (500 km? no problem…), without terrain tiles popping up in your view! Great care is taken about the streaming and on top of GPU instant generating, TC2 has a build in culling and a job system. Each node can have a bounding box that is automatically calculated and it will be skipped if not preset on a terrain tile, that allows to generate very large worlds without loss of performance in streaming. With the job system TC2 you can automatically spread generating each part of a terrain tile (heightmap/splatmap/trees, etc) over multiple frames, to not have any lag in your game’s frame rate. Another benefit of GPU generating is that you can increase (also decrease) your terrain resolution during any time of the workflow to see almost instant results in very high resolution.
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.
TC2 has all TC1 features included, with splitting terrains, exporting etc.
A highlight of the new features in TC2
- Linear Graphical Node based GUI interface. Specially designed for user friendliness/cleanliness/overview and scaleability. 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.
- Can generate 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. Have instant heightmaps, splatmaps, trees, grass, spawned objects, colormaps and normal maps!
- Out of the box streaming in real-time and Unity Editor for creating open worlds.
- 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.
- Stream objects like rocks, branches, debris, etc around the camera.
- Culling and job system for streaming terrains over multiple frames.
- 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.
- 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. That opens the door for unlimited amount of biomes. Create terrains within your terrain!
- Advanced object placement with points of interest. Place objects within objects! E.g. let TC2 generate a house and around the house a garden, and in the house put tables and around the tables chairs, and on the table plates, and on the plates food. And for each object unique placement within.