My Procedural Terrain Generator (PTG) plugin was released 10 days ago, it’s my first plugin and I’m so proud of it
**PTG **is a Blueprint-friendly editor code plugin that allows you to apply different noise algorithms to create different terrain shapes with water, nature, and actors in just a few seconds. The **PTG **has an Actor that can be configured within the editor or via Blueprints. The main purpose of this plugin is to save a lot of work and time by procedurally creating different terrains in a matter of seconds.
Please, ask any question you have and tell me what do you think about it. There are many questions already answered on the marketplace **here **and in the first video comments, take a look at them first.
Thanks to everyone who buys it, hope you like it! don’t forget to post your creations with it, and rate it on the marketplace
I’m really interested in this. How big of a spherical terrain can be made? I have been looking for some type of procedural terrain for a game. Nothing complex but something I can place objects marking semi-flat areas for buildings. If that is possible.
Well you can create a planet of the radius you want! but if it is huge it will cost so much… I have a video trying to create a 500km radius planet, I recommend you to watch it!
Regarding the semi-flat areas, at this moment PTG can only differentiate between underwater or earth surface, so there are no complex biomas, maybe playing with the noise settings you can get something like that.
Thanks. I purchased the asset. I am currently working on a game which I wanted to do something similiar. I tried voxel plugin but it’s a huge price for the pro version. I’m playing with it now. If tiling was added to the sphere. The tiles behind and to the side then anything in front beyond the horizon can be hidden. It could probably cut down the load drastically. I’m assuming this would be good a good light weight planet generator.
Yes! It would be a huge performance improvement, but it is a very complex optimization, because it implies changing almost everything on the generation code. I will note that for the future anyways, but honestly, it is not in my plans in the short term.
I’ve found this plugin very useful for planet generation and I’d like to point out a couple features that could be helpful. When baking to a static mesh, the water mesh doesn’t get baked out and neither do the nature assets. It would be helpful to be able to generate those assets separately.
A Feature that would be nice, but probably out of scope for the plugin is a foliage painter specifically for planets, or more control over where the assets are spawned or removal of individual actors.