Over the next several videos, we will be taking a look at the Terrain Toolikit, an optional add-on for Unity that allows for some automation in terrain generation.
The first terrain shape algorithm is Voronoi. In this video we show you how it works and the kinds of terrain shapes it will generate.
We now move on to fractal terrain generation, which will shape the topography of your terrain based on a fractal noise algorithm.
Perlin noise algorithms are common for procedural terrain, and with the Terrain Toolkit you can apply the effect to your terrain.
The Smooth function allows you to round out the features of your terrain, smoothing them as if they have been sanded down.
We now move on to the Normalise feature, which allows you to vertically scale your terrain such that the lowest and highest points are pushed to the max and min.
We now take a look at the types of erosion that can be applied to your terrains. The first of these is thermal erosion.
Hydraulic erosion simulates the effect of rainfall on your terrain and in this video we show you how this is handled with the Terrain Toolkit.
Tidal erosion allows you to simulate the ebb and flow of the tides at a given altitude. In this video we demonstrate how to use it.
Wind erosion is the most intensive erosion type available in the Terrain Toolkit, and here we show you how to use it.
You don't have to apply erosion all over your terrain. Instead, you can paint it exactly where you want it to be!
The Terrain Toolkit does more than just shape your terrain. It also has some very handy systems in place that allow you to lay out teextures procedurally.
In this video we take a look at the texture slope settings for the Terrain Toolkit, which allow you to define a texture and slope for cliff faces.
With the texture height settings, you can control which textures are available at different altitudes along the surface of the terrain.