Splatmap

screenshot2.png

CityGen3D environments are designed for close-up rendering, so they are suitable for first-person games, or can be used as fantastic backdrops for architectural visualization.

In order to achieve this high fidelity at close viewing, CityGen3D does not use satellite imagery for its terrain textures. That can have unwanted details such as shadowing and manmade structures.

Instead, CityGen3D allows you to configure texturing of your terrains for each surface type using the Splatmap interface. CityGen3D is supplied with a selection of terrain materials, but you can use your own seamless textures as required.

By default, terrains will be rendered with the standard Unity terrain shader. However, you can easily assign your favourite third-party terrain shader to CityGen3D terrains.

screenshot3.png

Using a combination of easy to use filters, you can also use different textures based on the height and/or gradient of the terrain at any location.


With this rule based approach, you are able to make changes in one place via the interface and easily apply them across the entire environment.

Your time can now be spent getting creative with the texture rules, instead of manual terrain painting.

splatmap_materials.png
splatmap_rules.png
screenshot13.png