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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