This is an unfinished toolset for automatically creating terrains within unity.
<iframe src="https://player.vimeo.com/video/100384837" width="640" height="360" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>Highres Blender Mesh to Unity3D Terrain from Kai Wegner on Vimeo.
See entry point Assets/Terra/scenes/TerrainGenerator.unity
Can be used to generate a terrain. Use a serious of TerrainGenerators such as Perlin noise, perturbation, eroding and smoothing to generate a terrain in unity.
Applies a set of textures to a terrain based on height and steepness using the splatmap system in unity.
Applies a generated heightmap (either texture or text asset) to a terrain in unity.
Used to create a text asset for import in unity using ApplyHeightmap.cs
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Vertex color and a custom rim light color are used in this shader.
This tool traces a references GameObject by shooting a series of rays down on it. The resulting height values are transformed into a terrain. Please watch this video for an impression of how this works: TerrainGeneration
This can be used to split a smooth mesh with a vertex color channel into a flat shaded and still nicely colored mesh. This script is an operator. Open the script in blender and hit "run script" only then you can select the operator via the "Spacebar"-Menu.
This can be used to split a huge mesh into separate chunks to allow for view frustum culling and to avoid hitting the 65k vertices limit within unity. This script is an operator. Open the script in blender and hit "run script" only then you can select the operator via the "Spacebar"-Menu.