All this nodes comes with various settings and a very basic documentation.
These nodes are implemented as a large Compute Shader with multiple includes.
To support this nodes, I have added a "Terrain Input" node that provide a way to input a Terrain Data in the graph, so the terrain settings (Terrain Dimension, Terrain Height) could be give from an existing terrain.
There is a graph at Assets/Exemples/TestTerrainTopology.asset that demonstrate all the nodes in the Pull Request
This implementation is not compatible with the Earth Heightmap Node due to texture resolution.
I have added two 1024x1024 High Precision heightmap generated from Gaea (Free version) to demonstrate the node.
There are probably some things that could be optimized (the Terrain Flow Map specificaly), or some things that need to be cleaner. Let me know if there is anything you want me to modify !
Implement algorithms from https://github.com/Scrawk/Terrain-Topology-Algorithms as a Mixture Node Library
Implemented nodes:
All this nodes comes with various settings and a very basic documentation.
These nodes are implemented as a large Compute Shader with multiple includes.
To support this nodes, I have added a "Terrain Input" node that provide a way to input a Terrain Data in the graph, so the terrain settings (Terrain Dimension, Terrain Height) could be give from an existing terrain.
There is a graph at Assets/Exemples/TestTerrainTopology.asset that demonstrate all the nodes in the Pull Request