![]() obj is a pretty broadly supported format anyway. I don’t know what other formats will be supported, but. ![]() obj format, which is available from the link I originally posted. I’d like some feedback on it, even though it’s a bit older. That other image you linked to is one I also plan to post here. But there’s supposed to be some kind of public beta near the end of this year, so keep an eye out for that. The TG2 release date hasn’t been announced yet, although it’s promised for 2006. The tree distribution is controlled by stuff like height/slope limitations, density shaders, etc. Comments and criticism are welcome, but consider this an early taste - a more polished TG2 object image should be coming from me soon. I know there are several areas that could be improved here. The unedited version is available upon request, but is not significantly different. Post processing was done to make it look a bit more like a photo, and included a bit of levels and other color adjustment, a slight glow effect, minor selective sharpening, and a vignette effect (commonly seen in traditional photography). I didn’t use a higher resolution version because it didn’t make much difference at this distance from the crater, and with vegetation covering most of the surface. The features of the moon have actual height. The moon uses a photographic texture of our own moon mixed with some procedurals. The 3D objects used are from an XFrog freebies archive here: Īlso note the moon is a full 3D object - I could render a scene from the moon looking back at this planet, for example. ![]() Keep in mind those are instanced polygons, so nothing like the poly counts in your average single object, but the number is useful for comparing to the likes of Vue for example. There are 310,000 trees, 580,000 bushes, and 85,000 “grass clumps”, totalling over 13.5 billion polygons before culling. All objects have been loaded and rendered directly in the current “TGD” alpha. This is the first Terragen 2 alpha image to be shown featuring 3D objects. Helens, which flattened trees up to 8 miles from the blast, the mountain’s greenery has returned. If you're sand is in your mountain area and your grass under the sea, then just change the order of your textures until it's right (ie, the terrain paintbrush textures as if you were painting one from scratch - the same ones you loaded above).Title: 50 Years Later - A Terragen 2 Object Studyĥ0 years after the eruption of Mt. Now you won't get an error message to change it to 32 bit RBGA as you've just done it. In Unity, select your png texture in the Project folder and in Inspector change it to ARGB 32 bit and hit the Apply button. Now for the rest of the colour of your terrain. Just change those numbers until you get the desired height of your mountains and valleys. If the mountains are too high, then go Terrain->Set Resolution and change the 600 value. Now you should see your heightmap in your first colour chosen. Move those to your Assets folder.Ģ - Make sure "Tom's Terrain Tools" is installed per his instructions.Īdd your 4 textures in Unity as normal (you can get some nice terrain textures from ) ![]() The raw is your heightmap and the png is your splatmap. Operations->Alpha Map->Alpha Express (png) Here's the steps I use to get my terrain into Unity.ġ - Generate your 元DT map via the Wizard if you're unfamiliar with it. I loved your first Terrain Tools and will definitely upgrade. That way the developer will be more motivated to make upgrades and future releases. Click to expand.I would rather pay for something.
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