– Node window uses culling and can contain a huge amount of nodes. – RTPv3 integration with auto color-map and normal-map assigning. – Global seed and a seed on many levels for the procedural noises to create randomized terrain. – Mesh collision detect system that is independent of physics colliders and is pixel accurate.
– Image node for using images for input and masks. – Advanced and easy to use stamp node, and includes high resolution stamps. Each node type and node groups have its own GameObject with attached script and can be easily modified in run-time. – Included source code with clean C# code. – Can be used in runtime and generates ultra fast, needs DirectX11 or Metal.
– Mathematical shapes: Circle, gradient, rectangle and constant. – 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. The way the terrain and spawned objects adapt is all based on how you setup the nodes with rules in TC2. – Automatic terrain adapting based on manually placed objects. – Export height-maps, splat-maps, color-maps and normal maps. So you can expand/shrink your world anytime during the workflow without the need of re-positioning or re-scaling of nodes. So no matter how you position the terrains or how many terrain tiles, it will always generate at the same position. – Terrains are fully scale-able and expandable. Which makes it possible to create terrains within your terrain. Each group/level can be masked, transformed, cloned and saved/loaded with drag and drop. – Biomes, unlimited freedom with the amount of nodes, groups and levels. Uses Unity’s drag and drop prefab system to save/load presets which can be a node, a layer or an entire layer group. – One powerful workflow to create a complete terrain with height-maps, splat texturing, color-maps, placing vegetation and objects. Just drag and drop your node where you want it and it will snap in place. – No hassle with aligning of nodes and no crossing node connection wires all over your screen. No need for visualizers, guessing and waiting what might happen. – Makes use of the latest GPU technology to give real-time results. – Advanced masking, use an unlimited amount of masks on a layer and layer group. – Folder like layer system which is similar to Photoshop its layer system. For beginners its a easy to learn and for experts and artists a breeze to work with. Specially designed for user friendliness, cleanliness, overview and scale ability. – Linear graphical node based GUI interface.
– Multi terrain-tile support out of the box, TC2 treats it as one terrain. – Supports Standard Rendering, URP and HDRP. – Terrains can be created for all platforms (PC, Mac, Linux, Android, IOS, WebGL, etc). TC2 its folder like layer system and workflow is similar to that of Photoshop, which makes it possible to have full control and make quick changes any time during the workflow.įor documentation and tutorials videos see: Documentation TC2 makes use of the latest GPU technology to give you instant real-time results, which makes creating terrains faster and more easy than ever before. TerrainComposer2 is a powerful node based multi-terrain tile generator. Download Now “If possible, please buy the package to support the developer”