There have been a few updates lately. First of all, from the Terrain Settings menu you can now save or load the whole project, which will save any Node groups, Spline groups, terrain layers, and will also export a normal map for the terrain. From the Terrain Settings menu, you can also adjust colors/brightness for the Main and Back lights (directional lighting), as well as colors for Ambient and Fog. There are also sliders for fog Near and Far distances.
Clicking on the color swatches opens up a color wheel to choose a color. The color wheel has a separate brightness slider next to the value slider (TODO: labeling on color chooser) that allows you to choose over-bright (up to 2x brightness) for light colors if desired.
There are a few more tools in the Filters menu, for things such as basin filling. I’ve also added an experimental water layer that can be edited using filters or a brush. The water layer is implemented as a separate Terrain with a water material applied, that sits at a small negative offset ‘underneath’ the main terrain. The water terrain can be edited, and will be visible wherever it protrudes above the main terrain. I am experimenting with water shader technology to make the water look better; in the current repo, the editor will calculate a full-terrain depth texture as the difference between the water height and the terrain height, and use that depth texture to blend in a foam texture in shallower water. I don’t know much about water shaders, so that’ll be a point of research in the future.
Making the water from a Terrain rather than just a simple plane allows you to have water on varying elevations. In the Filters menu there is a filter, Fill Basins with Water, that will calculate a depression map, and fill the depressions with water. It’s still a little wonky at the edges, so I’ll definitely need to make improvements there. The depression fill will simulate water filling up the basins, so the water will exist on many different levels, something that would be more difficult to achieve with water planes.
I definitely will need to work on more/better water tooling if I continue with this experiment. I would like to implement a flow map texture to allow you to edit the way the foam and ripples flow. That shouldn’t be too technically difficult; tooling and operations will be the trickiest part, I think. I’ll probably also modify the shader to also use the depth to darken the color of the water. There are some pretty cool tricks to be done with water, and like I said I’m no expert with them.
I’ve sorta lost track of what other additions there have been since I last updated, so if you’re curious go ahead and grab the latest repo. This weekend, time allowing, I’ll try to get a binary build uploaded.
Edit: Also have implemented alpha brushes for height and terrain texture editing:
The alphas are scanned from a folder of .PNG images. They orient to the camera, so by rotating the camera you can apply the alpha at different orientations. As part of this process, I got rid of the old CustomGeometry-based brush cursor, and implemented the brush cursor as part of the terrain shader, so I could show a preview image of the alpha overlaid on the terrain. The alpha image is multiplied by the circular brush before application.