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[脚本] Terrain Composer 2 v2.76 地形设计插件

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发表于 2020-7-4 08:00 | 显示全部楼层 |阅读模式
资源信息 Asset Information
资源名称: Terrain Composer 2 v2.76 (发帖教程)
版本: 2.76 (版本)
资源等级: 4
资源格式: .unitypackage (链接失效请点击帖子右下方举报通知管理员)
资源大小: 32.9MB (默认:MB)
下载地址: 请先登录 (购买积分)
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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.

For support see: Forum
Or send me an email: Contact
For documentation and tutorials videos see: Documentation

Features:
- Supports >Unity 5.1, 2017.x, 2018.x, 2019.x and 2020.x .
- Terrains can be created for all platforms (PC, Mac, Linux, Android, IOS, WebGL, etc).
- Supports Standard Rendering, URP and HDRP.
- 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.

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.

=


TerrainComposer2是一个强大的基于节点的多地形块生成器。TC2利用最新的GPU技术,为您提供即时实时的结果,使创建地形比以往任何时候都更快更容易。TC2其类似于文件夹的layer system和workflow类似于Photoshop,这使得在工作流过程中可以完全控制和快速更改。

有关支持,请参阅论坛
或者给我发电子邮件:Contact
有关文档和教程视频,请参阅:文档

特点:
-支持>Unity 5.1, 2017。x, 2018。x, 2019。2020年x和。x。
-可以为所有平台(PC, Mac, Linux, Android, IOS, WebGL等)创建地形。
-支持标准渲染,URP和HDRP。
-包括许多例子和预设。
-多地砖支持开箱即用,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,概述和规模的能力。对于初学者来说,它很容易学习,对于专家和艺术家来说,使用它也很容易。
-像文件夹一样的图层系统,类似于Photoshop的图层系统。
-高级蒙版,使用无限数量的蒙版在一个层和层组。
-利用最新的GPU技术给出实时结果。不需要可视化,猜测和等待可能发生的事情。
-没有麻烦与对齐的节点和没有交叉节点连接电线在您的屏幕上。只要将你的节点拖放到你想要的地方,它就会吸附在你想要的地方。
-一个强大的工作流创建一个完整的地形与高度地图,splat纹理,彩色地图,放置植被和对象。
——先进的预设。使用Unity的拖放预置系统来保存/加载可以是一个节点,一个层或整个层组的预置。
-生物群落,无限自由的数量节点,组和水平。每一组/级别都可以通过拖放进行蒙面、转换、克隆和保存/加载。这使得在你的地形中创建地形成为可能。
-地形是完全缩放和可扩展的。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块,它总是在相同的位置生成。因此,您可以在工作流的任何时候扩展/缩小您的世界,而不需要重新定位或重新缩放节点。
-出口高度地图,飞溅地图,彩色地图和法线地图。
-基于手动放置对象的自动地形调整。地形和衍生对象的适应方式完全基于使用TC2中的规则设置节点的方式。
-包括完整的噪音库包括侵蚀看噪音:柏林,巨浪,多重分形,细胞噪音,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,碰撞,凹凸度,噪声,数学形状,图像和16位原始图像。
-数学形状:圆形、渐变、矩形和常数。
-可在运行时使用并生成超快,需要DirectX11或Metal。
-包含干净的c#代码的源代码。每个节点类型和节点组都有自己的游戏对象和附加的脚本,可以在运行时很容易修改。
-先进和易于使用的邮票节点,并包括高分辨率邮票。
-使用图像作为输入和遮罩的图像节点。
-网格碰撞检测系统,是独立的物理碰撞器和像素准确。
-全局种子和多层种子用于程序噪声创建随机地形。
- RTPv3集成与自动彩色地图和法线地图分配。
-节点窗口使用剔除,可以包含大量的节点。不在屏幕上的东西就不会画出来。

不仅要注意简单性,干净的界面,可用性等等。但是TC2在功能、自由度、可伸缩性、多样性和性能方面都有了巨大的提高。TC2是一个真正的“下一代”地形工具,可以生成在GPU上,使它能够创建和更新的帧每秒,使它甚至可能动画地形。这为即时实时流媒体打开了大门。

第二TC2是一个无限的混合动力。使用TC2,您可以创建大量的多样性。在TC2中,一切都是可分组的,可以对组进行分组,可以对组进行分组,等等。每个群体都是可以伪装和变形的。以及任何组或节点,您都可以将其拖放到项目中以保存为预制件,并将其拖放到TC节点窗口的任何位置。因此,在工作流的任何时候,在任何组级别上都可以进行任何调整,而无需等待时间。

我们都见过具有统一纹理和布局的漂亮地形,这当然是TC2可以做到的,但是地形的多样性是它脱颖而出的原因。为了不让你的观众感到无聊,你需要动态的地形和TC2,你可以创建无限的生物群落在小的和非常大的规模,任何事情都是可能的。

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发表于 2020-7-14 14:36 | 显示全部楼层
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