Terrain Composer, An Unity3d Extension Tool for making AAA Terrain(photorealistic)/Scene in just minutes… TerrainComposer version 1.02 with documentation is availible for $90. TerrainComposer is also availible at the Asset Store. The price might go up in the future. For purchasing visit my site. Visit www.terraincomposer.com for more information and screenshots. A runtime video showing some demo scenes created with TerrainComposer. http://www.youtube.com/watch?v=DluFi3zVTYM&feature=youtu.be A new youtube video showing different terrain decorations (beach,desert,forest,jungle,mountains) on the same Terrain Tiles (Island). Also trees/bushes/grass placement and object placement of stones/trunks/leaves. And a short runtime demo of the jungle at the end. First youtube video (much more will follow): Second multiple terrain exploration youtube video: Terrain Composer is an Unity Extension Tool that enables developers to compose AAA quality Unity Terrain. It uses the standard Unity Terrain. It's also a Scene/Level/City/Village Composer. And with a few clicks you create astonishing results. It has a friendly GUI interface and is very easy to learn. Creating terrain that normally takes days or weeks to make, with this tool it only takes a few minutes! Saving you tons of work and time. Speed, quality and realism is the strength of this tool. And it’s curve, layer and filter based! The possibilities are endless. The layers and filters can be used for example to blend splat textures on height, random, degree, normals or an image etc. A small change in a curve or filter gives a totally different terrain. It has many features. One of the features is that it allows unlimited colors being added over the terrain using a colormap. So instead of the limitation of splat textures, it gives your terrain more color variation and a much higher level of realism. Another feature is that you can add shades to the terrain blended with the colormap or the splatmap, using for example a cloud texture. This gives another added level of realism. It allows fast placement of any objects like rocks, trees, bushes, grass, houses, fences, etc were you can use an image as a blue print and a color for each object. For placement every detail can be selected: scale range, rotation range, position range, even the colors of trees can be selected from a range. Another feature is that it has the ability to create instances whitin instances to many levels. For example if you want to place houses in your level. You can use an image as your map (top view), and specify were you want the houses to be placed. You can select more spots, and Terrain Composer can choose randomly from those spots, or whatever condition you prefer. Once a house is placed you can run another area setup which you make for that house. It can be an image (map) from the garden for placement of trees and bushes around the house, a shed, a road to the front door, etc. It will be even possible to randomly place furniture in the house. And then you can even take it futher, for example a table is placed (you let Terrain Composer choose a table from a list of tables) inside the house. And then you can run an image(map) for placement of chairs around the table, things on the table, like a plant, diner plate, laptop, etc, etc. In this way you can create a whole Scene at once, but with the variation and quality you need. Here’s a list (not complete) of the features: Here’s a list (not complete) of the features: Compatibility: ■ Works with Unity 3.x and 4, as well as free version and professional version. User Interface: ■ Easy,flexible and colorful user interface. ■ Complete hierarchy database. ■ While generating terrains it's still possible to continue working in Unity. ■ Activation/Deactivation for each group/component/output. ■ Edit Layer and Description names. ■ Save/Load whole setup, layer groups, layers, color ranges and generated textures. ■ Copy/Paste/Swap any component within the hierarchy. ■ Undo/Redo for deleted components. ■ Import/Export generated output to Texture (Normalmap, splatmap, colormap and heightmap). Terrains: ■ Supports Multiple (unlimited) Terrains which can be created automatically. ■ Import/Export .Raw 16bit heightmap files. ■ Imports large .Raw files with resolution >4096 and spread them over multiple terrains. ■ Automatically arrange positions of multiple terrain to one big tile, or rearrange when changes the size, with one click. ■ Use real World data heightmaps. ■ Use real World satelite images. ■ Automatically seach and add terrains from the Scene with one click. ■ Fast resolution/size/splat/trees/grass and detail assignment and apply to multiple terrains. ■ Parameter edit on mulitiple terrains. ■ Create a custom square area for each terrain, or create one square world area over multiple terrains. ■ Control the loop steps of each area according to any resolution (heightmap/splatmap,etc)/unity/custom for required detail. ■ Option to automatically stitch terrain borders. ■ Automatically add a neighbour script to all the terrains to get seamless tiles with one click. ■ Automatically add a parameter script for distances of basemap/tree/detail/etc to all terrains with one click. ■ Reset buttons for heightmap,trees and detailmap. ■ Active/Deactive each terrain. Tools: ■ Measure terrains. ■ Stitch terrain borders. ■ Slice a terrain into more terrains. ■ Smooth terrains. ■ Filter Images (e.g. Satelite) on colors and export the texture. ■ Create Heightmap/Pattern Textures. Layer outputs: ■ Heightmap. ■ Colormap. ■ Splatmap. ■ Tree. ■ Grass/Detail. ■ Object. Ouput options: ■ Create unlimited amout of layers. ■ Create unlimited amount of filters within each layer. ■ Create unlimited amount of subfilters within each filter. ■ Use filter and curve settings to create any kind of blending, it works on all layer outputs. ■ Object placement from blueprint or any filter option, specifying scale range, rotation range, position range, different colors (trees), distance between each object, rotation map,etc, etc. ■ Automatic parenting with placing objects, automatic combine children meshes for optimum performance. ■ Place instances within instances. There's many more features and soon I will add more to the list.