The creation of beautiful virtual terrains isn’t just the domain of the artist but also of the programmer. What if you could use your programming skills in C# to manipulate a mesh to create realistic landscapes using algorithms developed by researchers studying landscape formation and erosion? Well now you can. Through-out the course you will follow along with hands-on workshops designed to teach you the fundamental techniques used for generating realistic virtual landscapes in Unity.
Learn how to program and work with:
- Voronoi Tessellation
- Midpoint Displacement
- Perlin Noise
- Splat Maps
- Trees and Vegetation
- and water.
The course begins by examining the nature of a landscape and the design considerations you should include in making decisions on structure, colour and vegetation. You’ll learn what makes for a natural looking terrain so you can replicate this in Unity.
Following on we will examine some of the most popular algorithms used in generating terrains including many fractal and tessellation techniques that can be used together to form random and yet convincing mountainous vistas.
Once you are confident with landscape formation we’ll move onto texturing the terrain with a variety of images that can be placed via splatmaps onto differing heights and gradients. Then continue to decorate the terrain with trees, rocks and grass placed with an algorithmic approach before investigating erosion methods that will add that extra level of realism.
The course concludes with the development of a cloud generation system and an exploration of particle systems for adding rain, snow and other atmospheric effects to the finalised landscape. Throughout, we’ll be developing our own custom Unity editor code that will allow you to build extra functionality and structure into the Unity Inspector as well as create Editor Windows of your very own.