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Digger Terrain Caves & Overhangs
Posted on Dec-31-2019 20:34 | by BBlK | 639 views
Digger Terrain Caves & Overhangs
UNITY | 3D | 36.77 MB
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Digger, Terrain, Caves, Overhangs
Digger is a simple yet powerful tool to create natural caves and overhangs in your Unity terrains directly from the Unity editor.
NEW: unleash the full power of Digger with Unity 2019.3! Digger now uses the latest Unity features to cut holes in terrain surface and is even more powerful, robust and performant than ever. From now on, Unity 2019.3 is recommended to get the best out of Digger.
More and more AAA games add gentle overhangs and caves to their environment to make it more realistic, more interesting and more diversified.
A common way to do this is to create 3D models with an external modeling tool, and then place them manually over the terrain and blend them with it. This is tedious, unpractical and inefficient unless you have an army of 3D artists and level designers… and even in that case, you’d probably want them to focus on more valuable work.
This is where Digger comes to action. No more external tool required, no more loss of time, no more headache. It lets you create caves and overhangs on your terrain directly within the scene view, in a few clicks.
It will make you feel like you have a voxel terrain in your hands, without the downsides. It actually keeps the new, fast and reliable Unity’s terrain system and creates seamless cave/overhangs meshes just where you need. Internally, Digger uses voxels and Marching Cubes to create meshes, but instead of replacing the entire terrain with a voxel terrain, it creates a mix of them and gives you the best of both worlds.
With this tool, you will be able to:
вћ¤ Dig in your Unity terrain just like if it was a smooth voxel terrain.
вћ¤ Create overhangs (the opposite of digging).
вћ¤ Apply different textures on the overhangs, in the caves, etc.
вћ¤ With Digger PRO only: dig in real-time at runtime.
However, you won’t be able to:
вћ¤ Generate caves procedurally.
If you need this feature, you should get a full voxel-based terrain solution, like Ultimate Terrains.
Key features:
вћ¤ Easy to setup (as long as you read setup instructions)
вћ¤ Dig/add mater on terrain
вћ¤ Paint textures on cave meshes
вћ¤ Automatic collision solver
вћ¤ Automatic LOD groups creation
вћ¤ Multi-terrains support
вћ¤ With Unity 2019.3 or above: full NavMesh support
вћ¤ Compatible with Gaia
вћ¤ Only with Digger PRO: dig in real-time, at runtime.
вћ¤ Only with Digger PRO: update NavMesh at runtime.
Shader support:
вћ¤ Bonus: adds triplanar mapping to built-in terrain shaders
вћ¤ Supports standard terrain shader
вћ¤ Supports Lightweight Render Pipeline (aka. LWRP) terrain shader
вћ¤ Supports Universal Render Pipeline (aka. URP) terrain shader
вћ¤ Supports CTS, but without the possibility to change textures of meshes. Texture can only be the same as terrain texture above. CTS+LWRP and CTS+HDRP are currently not supported.
Other features:
вћ¤ Full undo/redo support in editor
вћ¤ Lets you set higher resolution for Digger generated meshes
➤ �Sync & Refresh’ button to recompute everything (useful if terrain textures or terrain heights changed)
➤ �Clear’ button to remove all modifications made with the tool
вћ¤ Remove grass and details automatically
вћ¤ Persists modifications on the fly
Requirements:
Digger requires Unity 2018.3 (or a more recent version) as it’s built on the new terrain system. It also requires Burst, Collections and Mathematics packages.
Limitation:
➤ Doesn’t work properly with terrain lightmapping
вћ¤ HDRP is not supported
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