Edit of asset "Terrainy" New
| Old/Current | New/Edit | |
|---|---|---|
| Title | Terrainy | |
| Description | A hybrid node-based and spatial terrain editor for Godot 4 with live preview and blending capabilities. |
Terrainy is a hybrid node-based and spatial terrain editor for Godot 4 with live preview and blending. Create terrain by placing feature nodes directly in the 3D viewport and shaping them with the standard Godot gizmos. The terrain rebuilds as you edit, and every feature blends into one shared heightmap, so you can combine primitives, gradients, landscapes and noise into a single landscape instead of being locked to one generator. FEATURES Terrain features - Primitives: hills, mountains, volcanoes, craters and islands - Gradients: radial and linear gradients, cones and hemispheres - Landscapes: mountain ranges, canyons and dune seas - Procedural: Perlin noise and Voronoi patterns - Heightmaps and shapes, plus a mask texture node that restricts a feature's influence to painted areas - Water: bodies that carve a basin and render an animated surface with foam and depth-based colouring - Holes: real openings in the mesh with sharp or bevelled edges, for caves and passages Modifiers - Smoothing (light, medium, heavy) with an adjustable radius - Terracing with a configurable step count and edge smoothness - Height clamping for plateaus and to prevent extreme elevation changes Scattering - Place PackedScene instances (grass, trees, props, buildings) on the generated surface - Deterministic placement with seed, density, min/max clamps and transform variation - Optional AABB overlap rejection and align-to-normal - Scope-aware: constrain placement to a parent feature's influence area, or scatter across the whole terrain - Individual instances or a MultiMesh render mode Texturing - Texture layers with albedo, normal, roughness, metallic and AO maps - Blended by world-space height and slope ranges, with Normal, Add and Multiply blend modes - Up to 32 layers per terrain material, held in a Texture2DArray whose resolution you control Performance - GPU composition and GPU feature evaluation through compute shaders, with automatic CPU fallback - Chunk meshes built in parallel on worker threads - Frame-budgeted application, so a large rebuild is drained over several frames instead of freezing the editor - An auto-update toggle and a manual rebuild button for heavy edits Runtime support - Query the terrain from gameplay code without raycasts: height, hole test, water level and the features covering a position - Bake a NavigationMesh from the terrain surface, with holes carved out - Physics collision, with a triangle budget you can lower for chunks that contain holes - Bake the finished terrain to a standalone PackedScene for shipping REQUIREMENTS - Godot 4.5 or newer (developed and tested against Godot 4.7) - Forward+ or Mobile renderer for GPU acceleration; the Compatibility renderer and headless runs fall back to the CPU automatically INSTALLATION 1. Copy the terrainy folder into your project's addons directory. 2. Enable the plugin in Project Settings, Plugins. 3. Add a TerrainComposer node to your scene, then add feature nodes as its children. The addon includes a demo scene. LICENSE MIT. |
| Category | 3D Tools | |
| License | MIT | |
| Repository Provider | GitHub | |
| Repository Url | https://github.com/fabian-becker/Terrainy | |
| Issues Url | https://github.com/fabian-becker/Terrainy/issues | |
| Godot version | Godot 4.5 | |
| Version String | 0.5.1 | 0.7.0 |
| Download Commit | 579fb8a5361de8721388bd76e0877b7abfb09746 | 98f42ff4463f14bc89798020670e13149eaf2f14 |
| Download Url (Computed) | https://github.com/fabian-becker/Terrainy/archive/579fb8a5361de8721388bd76e0877b7abfb09746.zip | https://github.com/fabian-becker/Terrainy/archive/98f42ff4463f14bc89798020670e13149eaf2f14.zip |
| Icon Url |
https://media.githubusercontent.com/media/fabian-becker/Terrainy/refs/heads/main/logo.png
|
|