Search Unity

TerraTrees - Ultimate Terrain Trees For Advanced Environment Simulation [RELEASED]

Discussion in 'Assets and Asset Store' started by TerraUnity, Apr 22, 2013.

  1. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
    Posts:
    1,255
    $Forum_Header_TerraTrees.jpg


    Demo Project Download


    TerraTrees plugin is the ultimate solution for managing vegetation trees in Unity. You will achieve the most realistic 3D scenes using TerraTrees's various settings just the way they are in Real World. With setting proper settings on your Terrain System Trees, you can place even millions of tree models on your terrain. So whether your creating scene needs a few trees or it's a dense forest, they are simply at your fingertips.

    TerraTrees places any kind of vegetation on your Terrain based on 3 modes:

    Intelligent Trees: Analyzes Satellite Image and automatically detects vegetation areas for placement.
    Mapping Trees: Operates on user-created maps or available raster tree-maps from GIS sources.
    Normal Trees: Entire Terrain placement mixed with other desirable settings to affect placement.

    TerraTrees also comes with Environment Settings feature to get control of Terrain "Steepness" "Height" while placing trees. This way you can assign "Steepness Range" "Elevation Zone" for each vegetation type during placement.

    Options:
    • Mode Switch between “Intelligent Trees”, “Mapping Trees” “Normal Trees”
    • Show/Hide Image-Map preview
    • Satellite Image/Map Rotation feature
    • Color Picker with Damping feature in “Mapping Trees” mode.
    • Preview of total number of trees placed on terrain so far
    • Vegetation Preview with full settings on trees
    • Advanced Mode to Run/Bypass Undo operations from Unity3D Edit menu
    • “Remove All”, “Remove Selected”, ”Remove Replace” and ”Keep Add” vegetation on terrain
    • Trees Manager to Add/Remove/Replace tree prototypes from Terrain System
    • Preview of selected tree
    • Change Tree Bending
    • Single tree type or Collection tree types with priority option
    • Scale Variation in models’ width height
    • Color Variation in models with ”OVERRIDE” feature
    • Row /Natural placement
    • Density of placing models
    • Limit for Maximum Trees Number
    • “Environment Settings” for Terrain Steepness Elevation
    • “Steepness Range” to modify Minimum Maximum degrees of Terrain surface angle during placement
    • Preview/Export Steepness Map Filter with adjustable resolution for Geology operations
    • “Elevation Zone” to set elevation ranges for placement
    • Show/Hide Editor Preview of Tree Zone in specified elevation range
    • Preview of the Highest Lowest point of Terrain
    • “Intelligent Trees” mode RGB Analyzer for various color filterings
    • Update Vegetation to update the terrain for any changes made in vegetation models
    • Normal Placement on entire terrain
    • Cancellation of progress at any time during placement
    More Info: TerraTrees Product

    Buy From:
    TerraUnity Webstore US$ 125
    Asset Store US$ 125

    Free Lite Version:
    TerraTrees Lite TerraUnity.com
    TerraTrees Lite Asset Store



    Help Documentation

    Downloads: TerraUnity Downloads
    Online Help: TerraUnity Online Help
    FAQ: TerraUnity FAQ
    TerraTrees Lite Comparison: TerraTrees Lite



    Online Demo

    Live Demo: TerraTrees Webplayer



    Videos Screenshots






    $4x.jpg


    $2.jpg


    $6.jpg
     
    Last edited: Apr 17, 2016
  2. jc_lvngstn

    jc_lvngstn

    Joined:
    Jul 19, 2006
    Posts:
    1,508
    Interesting. This still uses the built in tree system to show trees, is that correct?
     
  3. Psyckosama

    Psyckosama

    Joined:
    Mar 20, 2013
    Posts:
    88
    If this could be made to work with some of the voxel terrain systems that are coming out it would be pretty much the ultimate tool...
     
  4. SevenBits

    SevenBits

    Joined:
    Dec 26, 2011
    Posts:
    1,953
    That's really cool.
     
  5. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
    Posts:
    1,255
    Yes, it's correct. It works with built-in tree on built-in terrain system.
     
  6. fffMalzbier

    fffMalzbier

    Joined:
    Jun 14, 2011
    Posts:
    3,276
    Did you guys find a better way of blending between the Billboard and the 3d version of The tree?
    Thats what kills the illusion the most.
     
  7. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
    Posts:
    1,255
    Of course there is no such a thing as ultimate for this :), but it's a great add-on. Maybe we'll take it into account in the future when there are some good voxel terrain systems.


    Thanks @SevenBits
     
  8. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
    Posts:
    1,255
    I totally agree that blending between billboards and meshes are completely noticeable in trees, especially when you are looking them from the top, so it's never suitable for flight simulation type games. I think it's mainly designed for FPS games.

    Changing the behavior of billboard and mesh switching involves the modification of terrain trees shaders and we haven't touched any of these shaders until now. We ended up playing with Terrain Settings' "Billboard Start", "Fade Length" "Max Mesh Trees" to get the best result and avoid instant popping up but that doesn't completely kill the pain.

    If anyone here has any workarounds about this, is welcomed.
     
  9. fffMalzbier

    fffMalzbier

    Joined:
    Jun 14, 2011
    Posts:
    3,276
    I have seen one project made in unity (i can not confirm that they use the standard terrain) that have be solving the problem somehow by overlapping the alpha blend in of the tree and the alpha blend out of the Billboard. (The project is th game City's in Motion 2).
    Its was only visible that the blend over is actually happening by gliching the game so that the textures are mixed up.
     
  10. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
    Posts:
    1,255
    Nice find about the behavior on their trees, it seems to be a cool game. So we need to ask some shader gurus here to overcome this annoying issue if this solution is confirmed!
     
  11. TerraUnity

    TerraUnity

    Joined:
    Aug 3, 2012
    Posts:
    1,255