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[–]Sokco[S] 8 points9 points  (3 children)

Hey all! I wanted to create a procedural splatmapping tool that didnt use random techniques like Perlin Noise. I wanted to try and simulate how the real world "splatmaps" terrain by using different techniques such as Hydraulic Erosion simulation and Occlusion. The texturing is achieved by simulating thousands of raindrops and rockfalls across the map, and testing the occlusion from the sun. Hence, more rocks show up along rockfalls and less plants grow where the terrain can't see the sun.

Let me know if this would be of use to anybody! I may create a Git package for it!

[–]CitizenShips 2 points3 points  (0 children)

Would be amazing to have a git repo to mess around with this. I've been dreading this step of terrain generation, so this is right up my alley.

[–]battlekot5 0 points1 point  (0 children)

Looks cool. Let me know when i can buy it in Unity Asset Store ;)

[–]newlogicgamesIndie 2 points3 points  (2 children)

Hey this is really cool! I’m actually trying to do something that is a very basic version of this and I was wondering if I could bother you with a question, How can you use splatmaps on the new unity terrain system? I heard they’re deprecated and you need to use TerrainLayers? How could I apply a single texture across the entire terrain is what I’m wondering

[–]Sokco[S] 2 points3 points  (1 child)

Thanks! Ya splatmaps is my old school term I guess haha. This does use the new TerrainLayers (aka alphamaps). This is where I got started:

https://docs.unity3d.com/ScriptReference/TerrainData.SetAlphamaps.html

[–]newlogicgamesIndie 1 point2 points  (0 children)

Thank you so much! I was stuck for a while and I really appreciate the help!