A : Yes, TW supports any shader/material workflow user wishes to have since all scatter nodes take a prefab for rendering and do everything else in the background using Unity’s own rendering pipeline. Also, TW comes with a custom standard shader to support Procedural Snow, Wind Simulation, Double Sided Rendering & DX11 Tessellation suited for vegetation or any other objects you may think of.
TW comes with built-in optimization techniques to increase performance in larger scenes as shown in this video :
https://www.youtube.com/watch?v=3UbyeSBm4iY
For terrains, they are normal Unity terrains, so you can change their materials through its “Terrain Settings” inspector any time you want.
A : Trees and vegetation models can be generated and placed by “GPU Instance Scatter” nodes for the best performance.
So you can apply changes and modify the area and other parameters in the generated patches holding models using this tutorial:
https://www.youtube.com/watch?v=6oXzjkwWHu4
In addition, placed objects can come in 3 ways, GPU Instances, normal Gameobjects and Terrain Trees. If it’s a gameobject, then it’s easily editable and if it’s a terrain tree object then it can be edited through Unity’s terrain settings (brushes). Each type of these 3 scatter nodes can be replaced with each other, so if you need gameobjects instead of GPU instances, then go and edit graph nodes to suit your needs.
A : There are 2 reasons for this, 1st one is that probably the terrain surface has been tessellated using DX11 Tessellation and since the vertex alignment only lives in GPU, so the Physics system does not detect tessellated geometry because Physics is a CPU only implementation. The second reason for this can be that the “Terrain Collider” on terrain object is disabled.
We have already developed a GPU Collision system suited for tessellated terrain surfaces but still not in production level due to Unity’s outdated mesh API (It is improved in 2020 Alpha though) in updating procedural mesh colliders. We plan to have this feature as part of TW soon.
Watch the following videos to see it in action :
https://www.youtube.com/watch?v=_-mFcwlOo7Y
https://www.youtube.com/watch?v=8Hil9AKMOGk
A : TerraLand only creates real-world terrains using heightmaps and satellite images acquired from ESRI servers without further processing but TerraWorld goes further and enhance heightmaps, texturing & splatmapping, rendering and analyzing terrains along with automatic procedural level designing of generated worlds by placing objects, GPU instances, vegetation rendering, clouds rendering, custom terrain and object shaders for high-end rendering, VFX settings and…
Some of the main features in TerraWold are:
• Day-Night cycle with auto dynamic lighting
• Procedural Snow
• Wind Simulation
• Semi-Volumetric Clouds
• Atmospheric Scattering & Volumetric Lighting
• Volumetric Horizon Fog
• High-density vegetation rendering using GPU Instancing
• High-density 3D assets placement throughout the entire scene
• Automatic generation of lakes and rivers
• Massive collection of plug and play assets
• Compatible with Unity’s terrain system and any other 3rd party assets
Tutorials:
https://www.youtube.com/playlist?list=PLHZjBewgCVWfFqGb8a0FrRrUz_X3HgRo_
Showcase: https://www.youtube.com/playlist?list=PLHZjBewgCVWeD9HqBmESf-wmlMXJpz4sl
1. The bigger the area gets, the lower the surface details get. That’s the rule of thumb for area size & details relation. So a 10×10 km terrain with 1024×1024 heightmap has 10 times surface details compared to a 100×100 km terrain with the same heightmap resolution for its area. The same applies to the satellite imagery and derived maps such as splatmaps, area masks and etc.
2. The bigger the area gets, the lower the performance may get. Because there needs to be more object placement in scene to cover the whole area so it leads to increased CPU, GPU power and creates a larger memory footprint on the ram.