Terrain System Update 9:
A small preview of a new powerful feature i’m working on, this will turn boring flat terrains into nicely detailed terrains with heights based on the texture used on each vertex, this gives me detail in the terrain which i never would be able to achieve doing it manually no matter the hours i’d put into it, but with this just a few minutes work gives you incredible results. At the startup of the application/game a heightmap based terrain collider is created from the mesh as a 100% precise copy.
New Features:
- Per vertex heights painting based on texture on the vertex.
- Per Texture Displacement Multiplier
- Per Tile Global Displace Multiplier
- Per Tile Global UV1 & UV2 Scaling
Planned Features:
- Per Vertex Displacement Multiplier
- Per Texture UV Scaling
Developed by Anders Ørum.
Technologies/ Third Party Software used:
Unity
Truss Physics
MegaSplat
Nvidia PhysX