Landscape Architect

Landscape architect is a procedural landscape generator. It lets you design and build landscapes within the UE4 editor workflow and automatically takes care of setting up the materials, foliage, world composition etc

Landscape Architect: Planet Rendering - YouTube Landscape Architect: Early WIP (Unreal Engine 4) - YouTube

http://i.imgur.com/jQsBiRSh.jpg http://i.imgur.com/Ihn6auPh.jpg

It supports two types of procedural landscapes:

Heightmap Based

http://i.imgur.com/PMtddzGm.jpg http://i.imgur.com/iQevHDJm.jpg http://i.imgur.com/yp2tqXZm.jpg http://i.imgur.com/slLJzmWm.jpg http://i.imgur.com/rpTXeLTm.jpg http://i.imgur.com/V3Dxfy4m.jpg http://i.imgur.com/xu86eQUm.jpg http://i.imgur.com/MSeU37Vm.jpg http://i.imgur.com/v52rhFEm.jpg http://i.imgur.com/hLiMlHAm.png

Voxel Based

http://i.imgur.com/PMb4cmvm.jpg http://i.imgur.com/pCSqZsWm.jpg http://i.imgur.com/kmAW4NSm.jpg http://i.imgur.com/60Jmwium.jpg http://i.imgur.com/RmF1OZtm.jpg http://i.imgur.com/02ZErASm.jpg http://i.imgur.com/jl96O1pm.jpg

http://i.imgur.com/OZ2GfoJm.jpg http://i.imgur.com/bktauirm.jpg http://i.imgur.com/330n2eVm.jpg http://i.imgur.com/3PUhszXm.jpg

http://i.imgur.com/86jdvzRm.jpg http://i.imgur.com/iarTgMhm.jpg http://i.imgur.com/bGwUbzQm.jpg

http://i.imgur.com/mQgURV7m.jpg http://i.imgur.com/kJkbUQSm.jpg http://i.imgur.com/i9YKKVem.jpg http://i.imgur.com/Cp1FQOTm.jpg

http://i.imgur.com/zM9sZUXm.jpg http://i.imgur.com/07chwfBm.jpg http://i.imgur.com/3QjQdKFm.jpg http://i.imgur.com/zcR3rA0m.jpg http://i.imgur.com/QtcDo2Vm.jpg http://i.imgur.com/j10w9Eym.jpg http://i.imgur.com/M3PpARQm.jpg

2 Likes

http://imgur.com/SQwKkV1m.jpg http://i.imgur.com/v52rhFEm.jpg

I’ve implemented a perlin noise node that creates the basic structure for mountains. I’ve also implemented an erosion node that runs a erosion algorithm over the mountain to make it look more realistic. I’ll be adding a lot more nodes and various tooling to define roads, rivers etc

Here is a 2x2km patch

http://i.imgur.com/wbaLqyOm.jpg http://i.imgur.com/k67jXV6m.jpg

http://i.imgur.com/CxTIkykm.jpg http://i.imgur.com/GJgDeKam.jpg

Apart from the Heightmap based landscapes (which UE4 supports), I’m looking to add support for Voxel based landscapes by implementing all the awesomeness in this gpu gems article

Woahhhh Ali, back at it again with architect plugins. :smiley: This looks great man, you never cease to amaze me. Keep up the good work! :slight_smile:

EDIT: Do you have a Skype or Steam account I could contact you on? I’ve been working on some plugins and I have a few questions. Thank you! :slight_smile:

@ Thanks! :slight_smile: I’d be glad to help. My steam id is: CoreDumped2082

This looks super cool and is very much needed in the unreal community.

Please tell me this is coming in the near future?

Hey! Thank you but no users were found when I searched for that ID on Steam? :slight_smile:

EDIT: I found you on Skype though? :slight_smile:

Looks great!
By the way there is already a terrain generator project using marching cubes that might help:
https://forums.unrealengine.com/showthread.php?58288-WIP-Procedural-Terrain&highlight=azarus
https://github.com/azarus/TerrainGenerator

Thanks @HeadClot

@sivan Thanks for the links. I’ve implemented marching cube today. Here’s a mesh representation of a sphere density function:

@jojo8026 It should be released in the near future

Voxel Landscapes

Landscape Architect will also support Voxel based landscapes. Here are some early results, based on the awesome GPU Gems article

http://i.imgur.com/mQgURV7h.jpg
http://i.imgur.com/kJkbUQSh.jpg
http://i.imgur.com/i9YKKVeh.jpg
http://i.imgur.com/Cp1FQOTh.jpg

These are 4 patches created with a random seed. You can create new patches anywhere on the map The meshes are continuous so tessellation should be possible

The generation is a bit slow and I’ll be speeding it up with multi-threading (maybe GPGPU if possible within the editor)

This looks super cool! :smiley:

Thanks!

Another density model where the noise function is strategically stretched along the surface to give it a rock like look (notice the lines running along the surface to give it a cliff like look)

http://i.imgur.com/zM9sZUXh.jpg
http://i.imgur.com/07chwfBh.jpg
http://i.imgur.com/3QjQdKFh.jpg
http://i.imgur.com/zcR3rA0h.jpg
http://i.imgur.com/QtcDo2Vh.jpg

There are some artifacts showing up in some places (probably due to a noise interpolation bug)

Another procedural landscape:

http://i.imgur.com/j10w9Eyh.jpg
http://i.imgur.com/M3PpARQh.jpg

The LOD can be easily adjusted with a config parameter. I use a lower resolution mesh for collision

http://i.imgur.com/fAlJiAZm.jpg http://i.imgur.com/5qRNoyTm.jpg http://i.imgur.com/Smg8Unwm.jpg

Dam Ali.

Now i love you and hate, that was my summer project (something i planned to start mid june), :stuck_out_tongue:

But anyway great stuff, esp that voxel support. If you make it realtime, some great RTS may be done.

Is this coming in time for 4.12 in next month or 4.13 in May?

:wink: Thanks! The voxel landscape works during runtime. However I’m not sure of the Heightmap based. From a quick overview I had, UE4 removes the landscape editing features from the runtime build and is available only in the editor module. I’ll look for a workaround for the runtime height map landscapes

@jojo8026 I’m sorry, I can’t commit on that yet. I’ll keep you posted here