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[编辑器/功能拓展] Terrain Composer 2 2.88地形创建生成工具

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发表于 2023-5-25 10:56:46 | 显示全部楼层 |阅读模式


















TerrainComposer2 is a powerful node based multi-terrain tile generator. 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. 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.

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.

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.

We’ve all seen nice terrains with uniform texturing and placement, which is of course possible to make with TC2, but what makes a terrain stand out is its diversity. To not bore your audience you need dynamic terrain and with TC2 you can create unlimited biomes on small- and very large scales, anything is possible.

Features:
* Includes many examples and presets.
* Multi terrain-tile support out of the box, TC2 treats it as one terrain.
* Linear graphical node based GUI interface. Specially designed for user friendliness, cleanliness, overview and scale ability. For beginners its a easy to learn and for experts and artists a breeze to work with.
* Folder like layer system which is similar to Photoshop its layer system.
* Advanced masking, use an unlimited amount of masks on a layer and layer group.
* Makes use of the latest GPU technology to give real-time results. No need for visualizers, guessing and waiting what might happen.
* 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.
* One powerful workflow to create a complete terrain with height-maps, splat texturing, color-maps, placing vegetation and objects.
* Advanced presets. Uses Unity's drag and drop prefab system to save/load presets which can be a node, a layer or an entire layer group.
* Biomes, 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. Which makes it possible to create terrains within your terrain.
* Terrains are fully scale-able 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 of nodes.
* Export height-maps, splat-maps, color-maps 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.
* Included complete noise library including erosion looking noises: Perlin, Billow, Multi-fractal, Cell noise, IQ, Swiss, Jordan and Random with each many variations.
* Many node rules like height, angle, splatmap, collision, convexity, noises, mathematical shapes, images and 16 bit raw images.
* Mathematical shapes: Circle, gradient, rectangle and constant.
* Can be used in runtime and generates ultra fast, needs DirectX11 or Metal.
* Included source code with clean C# code. Each node type and node groups have its own GameObject with attached script and can be easily modified in run-time.
* Advanced and easy to use stamp node, and 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 color-map and normal-map assigning.
* Node window uses culling and can contain a huge amount of nodes. What is not on the screen is not drawn.


TerrainComposer2是一个强大的基于节点的多地形贴图生成器。TC2利用最新的GPU技术为您提供即时的实时结果,这使得创建地形比以往任何时候都更快,更容易。TC2的文件夹层系统和工作流程类似于Photoshop,这使得在工作流程中随时可以完全控制和快速更改。

不仅要注意简单性,干净的界面,可用性等。但TC2在功能、自由度、规模能力、多样性和性能方面都有了巨大的提升。TC2是真正的“下一代”地形工具,可以在GPU上生成,使其能够以每秒帧的速度创建和更新地形,甚至可以动画地形。这为即时实时流媒体打开了大门。

其次,TC2是一个无限的混合动力。使用TC2,你可以创造一种沉浸式的多样性。在TC2中,所有东西都可以分组,分组可以分组,分组也可以分组,等等。每个群体都可以戴面具并且可以变形。任何组或节点,你可以拖放它在你的项目中保存为预制件,拖放它回到TC节点窗口的任何地方。因此,任何调整都可以在任何小组级别的工作流程中随时进行,而无需任何等待时间。

我们都看到了具有统一纹理和位置的漂亮地形,这当然可以用TC2制作,但使地形脱颖而出的是它的多样性。为了不让你的观众感到无聊,你需要动态地形,使用TC2,你可以在小尺度和大尺度上创建无限的生物群系,一切皆有可能。

特点:
*包括许多例子和预设。
*多地形贴图支持开箱即用,TC2将其视为一个地形。
*基于线性图形节点的GUI界面。特别设计的用户友好,清洁,概述和规模能力。对于初学者来说,它很容易学习,对于专家和艺术家来说,这是一件轻而易举的事情。
*像文件夹一样的图层系统,类似于Photoshop的图层系统。
*高级蒙版,在一个图层和图层组上使用无限数量的蒙版。
*利用最新的GPU技术提供实时结果。不需要可视化器,猜测和等待可能发生的事情。
*没有麻烦与节点对齐,没有交叉节点连接电线在你的屏幕上。只要把你的节点拖到你想要的地方,它就会在适当的地方卡住。
*一个强大的工作流程,创建一个完整的地形与高度地图,飞溅纹理,颜色地图,放置植被和对象。
*高级预设。使用Unity的拖放预制系统来保存/加载预设,可以是一个节点,一个图层或整个图层组。
*生物群落,无限的自由与节点,群体和水平的数量。每个组/级别可以屏蔽,转换,克隆和保存/加载与拖放。这使得在你的地形中创建地形成为可能。
*地形完全可缩放和扩展。TC2在世界空间中生成。所以无论你如何定位地形或有多少地形贴图,它总是在相同的位置生成。因此,您可以在工作流程中随时扩展/缩小您的世界,而无需重新定位或重新缩放节点。
*导出高度地图,飞溅地图,颜色地图和法线地图。
*自动地形适应基于手动放置的对象。地形和生成对象的适应方式完全取决于你在TC2中使用规则设置节点的方式。
*包括完整的噪声库,包括侵蚀看噪音:柏林,巨浪,多重分形,细胞噪声,智商,瑞士,约旦和随机与每个许多变化。
*许多节点规则,如高度,角度,飞溅图,碰撞,凹凸,噪声,数学形状,图像和16位原始图像。
*数学形状:圆,梯度,矩形和常数。
*可在运行时使用,生成速度超快,需要DirectX11或Metal。
*包含源代码与干净的c#代码。每个节点类型和节点组都有自己的带有附加脚本的GameObject,可以在运行时轻松修改。
*先进和易于使用的邮票节点,并包括高分辨率邮票。
*使用图像输入和掩码的图像节点。
*独立于物理碰撞器的网格碰撞检测系统,具有像素精度。
*全局种子和许多关卡上的种子用于程序噪音,以创建随机地形。
* RTPv3集成自动颜色映射和法线映射分配。
*节点窗口使用筛选,可以包含大量的节点。没有出现在屏幕上的东西就不会被画出来。


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