![]() Simple terrain height painting setup with auto-splatmapping and additional detailĭownloaded latest update. Works with multiple terrains out-of-the-box.You can not only paint height, splats and objects, but anything from stone fields over forests to whole biomes.You can paint your terrains as you used to, but add additional conditions to your strokes.Prefer manual painting over procedural generation? This is why TC2 Node Painter is still perfect for you: Save/Load any image and edit it with an advanced toolset right inside Unity.Extend your normal brush capabilities to conditional painting.You don't have to rely on noise to get your positioning right. ![]() No need to switch between image editor and TC2 anymore.How TC2 Node Painter will improve your procedural terrain generation workflow: Using this tool you can paint everything, from simple heights and splats over stone fields and forests to whole biomes with little setup required thanks to TC2's simple node editor interface. It helps procedural terrain creators wanting more control over their terrain aswell as terrain painters laying out there terrain manually by offering more options on what to paint. TC2 Node Painter allows you to paint TC2 nodes directly in the editor, greatly improving your terrain creation workflow, both procedual and painted. Have you ever wanted more control over your procedurally generated terrains in TC2? Then TC2 Node Painter is for you! You could use a step curve for the grouping instead, works just as well You will have to set the min/max scale to get some size variation now.īut to get really advanced, especially regarding the position in relation to each other, you'll have to wait for the next update Nathaniel is working on which includes the advanced positioning system (see the Roadmap)Įdit: Found you can't use other masks (like angle) effectively when scaling the original mask very high. But you want even scaling either way, so you will have to select the tree group and uncheck 'Link Scale To Mask' (when there's only one tree, no tree group is showing up so you can't change that, I think it's a bug). Now, by default that will result in really large trees because the mask has a really high amplitude. This give clumps of trees, although that does not guarantee even distribution. And set filter input to image and in settings enable ‘Splatmap’.īut I do not know what "choosing an output button and enabling the ‘Export’ button in the top of the TerrainComposer window" actually meansĪnyway if you add support that allows us to manipualte the terrain with standard terrain tools AND be able to use the generate process i'll build you a shrineĬlick to expand.You could create a noise mask (billow seems good for this) and scale it way up (to 100) so it is basically black/white, adjusting the vertical offset to control the amount and size of groups. Then you add a layer, put it at the top with the ‘<‘ button. For splatmaps you need to enable splat output, then activate the export button and there you can export your splatmaps. And set filter input to ‘Raw Heightmap’ and load your heightmap there. Then you add a heightmap layer, put it at the top with the ‘<‘ button. For heightmaps you need to enable height output, then activate the export button and there you can export the heightmaps. Then you can import this again in the first layer, so you can use other layers to generate on top of it. This can be done by choosing an output button and enabling the ‘Export’ button in the top of the TerrainComposer window. * You can export heightmaps/splatmaps/trees and grass from the current state of the terrain. Meanwhile, I looke dup the Troubleshoot section and found that my issue is also covered here:
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