Tool is written for prototyping in c# but will be converted to c++ for the godot core.
The terrain is splited in a patch grid (int x, int y) to make the terrain on the fly extensible. Each patch has a constant number of 16 chunks. Each chunk have a chunk size of power of 2 - 1.
- Copy all files to addons/TerrainPlugin
- Enable it
- Have fun :-)
- Sculpting
- Holes
- Flatten
- Noise
- Sculpting
- Smoothing
- Painting
- On each splatmap channel
- Brushes
- Smooth, Linear, Spherical, Tip by given radius, strength and fallof
- Importing and exporting heightmaps and splatmaps for 16bit raw images (industrial default)
Currently the tool supports 4 kinds of importing heightmaps.
- R16
- Importing heightmaps by a 16 Bit (L8) Format (Industrial deault)
- RGBA8_Half
- Importing heightmaps by a RGBA 8Bit Image which splitted the height on the RED and GREEN Channel (16bit)
- RGBA8_NORMAL
- Is the format which the editor is using (RED = 8 bit height, GREEN = +8 extrabit, BLUE = normal.x, ALPHA = normal.z)
- RGB_FULL
- Importing heightmaps by a RGB 8Bit Image which is using 24bit (Mapbox used that one)
- Adding a custom node "TerrainMapBox3D" which can downloading datas directly from mapbox and draw it as a terrain
- Heightmap
- Format: RGBA8
- Channel R: 8 bit Height
- Channel G: +8 extrabit Heigt
- Channel B: Normal X
- Channel A: Normal Z
- Normal.ONE = HOLE
- Splatmaps
- Format: RGBA8
- Channel R to A = Layer 0 - 3
- TerrainGeneratorNode for Vertex Shader
- Node to generation vertex, normals, binormals and tangents for the fragment shader based on the heightmap
- TerrainAntiTilingNode for Fragment Shader
- Effecting the uv rotation of a TerrainTexturePack to reduce the tiling by small randomly rotation
- TerrainDepthBlendingNode for Fragment Shader
- Mixing two TerrainTexturePacks by a given mix value in depth
- TerrainTexturePack and TerrainTextureUnpack for Fragment and Vertex Shader
- Returns a Transform (mat4) by using Albedo, Normal, Roughness, AO and Heightmap.
- TerrainDefaultMaterial for Fragment Shader
- Returns the default material for the editor
- TerrainSplatmapData for Fragment Shader
- Returns the value of a given splatmap layer
- Setup automatic lod level by camera distance
- Create blank terrain shader template by a button (create terrain shader)
- Move to native