Get TerrainComposer2 with a very special introduction price discount, only valid for a limit amount of time. Get 47% discount from $85 for only $45. The upgrade price for TC1 to TC2 is with 40% discount from $40 for only $25. Features are added to TerrainComposer2 with a fast pace. A big new update is planned for this month.
TerrainComposer2 is a complete new terrain tool developed from scratch in C# and CG compute shaders. All feedback was taken from the last 3.5 years from TC1 to create a brand new super powerful terrain tool using the latest technology available in Unity.
The current TerrainComposer2 beta requires compute shaders and therefore DirectX11 (not necessary in a build) and does not work on the Mac yet. Getting it to work on Mac is top priority and it is planned to work this month. More information can be found about it on the website in the 'Documentation' page.
Not only great care is taken about simplicity, clean interface, usability etc. But TC2 has an enormous increase in power, freedom, scale ability, diversity and performance. TC2 is truly a ‘Next Generation’ terrain tool that can generate on the GPU, making it able to create and update terrains with frames per second that makes it even possible to animate terrains. This opens the doors for instant real-time streaming.
Second TC2 is an unlimited blending powerhouse. With TC2 you can create an immersive amount of diversity. As in TC2 everything is group able and groups can be grouped and those can be grouped, etc. Every group is mask able and transformable. And any group or node you can drag and drop it in your project to save as a prefab and drag and drop it back anywhere in TC node window. So any adjustments can be made anytime during the workflow on any group level without any waiting time.
We’ve all seen nice terrains with uniform texturing and placement, but what makes a terrain stand out is its diversity in my opinion. To not bore your gamers/users you need dynamic terrain and with TC2 you can create unlimited biomes on small scales and very large scales, you name it. If you still want a classic uniform terrain of course that is also possible.