-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathdocs.html
More file actions
1201 lines (1019 loc) · 48.2 KB
/
docs.html
File metadata and controls
1201 lines (1019 loc) · 48.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta name="keywords"
content="Atlas Next Gen Nextgen Terrain Editor For Unity 3D Engine World Tool Plugin Asset Store Assetstore" />
<meta name="description"
content="Atlas Terrain tool for unity engine Brings non destructive stamp workflow to your unity terrains. Create huge and beautiful terrains quickly and easily." />
<title>Atlas Terrain Editor Documentation</title>
<style>
body {
line-height: 1.5;
background-color: #0c0c0c;
color: #d7d7d7;
margin: 0;
font-family: Arial, Helvetica, sans-serif;
line-height: 30px;
transition: 10s ease-out;
}
.sections {
min-width: 1200px;
}
.nav {
position: fixed;
top: 0;
left: 0;
width: 300px;
height: calc( 100vh - 100px);
display: flex;
flex-direction: column;
background-color: #000000;
padding: 50px 0px;
z-index: 1;
border-right: 1px solid #323232;
padding-left: 65px;
overflow-y: auto;
}
.navlink {
padding: 3px 0px;
text-decoration: none;
color: rgb(116, 116, 116);
display: list-item;
}
.navlink:hover {
color: rgb(189, 189, 189);
}
.main-section {
padding: 50px;
padding-left: 450px;
padding-right: 150px;
border-bottom: 1px solid #323232;
}
.main-section img {
max-width: 800px;
max-height: 600px;
}
.tabtitle {
font-weight: bold;
text-align: left;
padding: 25px 0;
padding-bottom: 0px;
color: white;
text-transform: lowercase;
}
li {
margin-top: 25px;
}
h2 {
font-size: 30px;
color: white;
}
td {
padding: 5px 10px;
}
tr td:nth-child(1) {
vertical-align: top;
text-align: right;
min-width: 200px;
}
tr td:nth-child(2) {
color: gray;
}
tbody {
display: block;
padding: 10px;
}
img {
margin: 25px;
border-radius: 15px;
border: 1px solid gray;
padding: 15px;
}
.info {
color: gray;
;
font-size: 14px;
text-transform: lowercase;
}
li.info {
margin-top: 5px;
}
.control,
.keybind {
font-weight: bold;
border: 1px solid white;
border-radius: 10px;
padding: 3px 10px;
margin-left: 10px;
margin-right: 10px;
color: #bdbdbd;
text-transform: uppercase;
}
a {
color: #00a1ff;
text-decoration: none;
}
a:hover {
color: #006caa;
}
td ul li {
margin-top: 5px;
}
/*main nav*/
.mainnav {
position: fixed;
width: 100%;
height: 75px;
background-color: #000000ed;
display: flex;
z-index: 10;
justify-content: end;
border-bottom: 1px solid rgb(66, 66, 66);
top: 0;
font-size: 20px;
}
.navhome {
width: 75px;
padding: 10px;
cursor: pointer;
position: absolute;
left: 0;
top: 0;
}
.navhome:hover {
filter: brightness(80%);
}
.navitem {
padding: 25px;
align-self: center;
color: white;
cursor: pointer;
font-size: 15px;
margin: 0px 15px;
white-space: pre-wrap;
letter-spacing: 2px;
text-transform: uppercase;
}
.navitem:hover {
color: gray;
}
a.navitem {
color:white;
}
.main-section, .nav {
margin-top: 0px;
}
@media only screen and (max-width: 800px) {
.navitem {
font-size: 12px;
letter-spacing: 0px;
margin: 0px 0px;
padding: 25px 10px;
}
}
/*---*/
</style>
</head>
<body>
<nav class="nav">
<a class="navlink" href="#section1">
Get Started</a>
<a class="navlink" href="#section2">
Editing Terrains</a>
<a class="navlink" href="#section3">
Placing stamps</a>
<a class="navlink" href="#section4">
Apply to terrain</a>
<a class="navlink" href="#section5">
Quickly switch edit modes</a>
<a class="navlink" href="#section6">
Create stamp prefabs</a>
<a class="navlink" href="#section7">
Splatmaps</a>
<a class="navlink" href="#section8">
<b style="color:rgb(212, 152, 41)">⚠</b> Manual Brushing</a>
<a class="navlink" href="#section9">
Spline stamps</a>
<a class="navlink" href="#section10">
Tree scattering</a>
<a class="navlink" href="#section11">
Grass scattering</a>
<a class="navlink" href="#section12">
Multi terrains</a>
<a class="navlink" href="#section13">
Continue from existing terrains</a>
<a class="navlink" href="#section14">
Creating stamps from scratch</a>
<a class="navlink" href="#section21">
Build optimization</a><br>
<a class="navlink" href="#section15">
Atlas Unity Terrain Renderer properties</a>
<a class="navlink" href="#section16">
Atlas Preview Volume properties</a>
<a class="navlink" href="#section17">
Stamp properties</a>
<a class="navlink" href="#section18">
Spline stamp properties</a>
<a class="navlink" href="#section19">
Scatter rule asset properties</a>
<a class="navlink" href="#section20">
Stamp asset properties</a><br>
<a class="navlink" href="#section22">
Tips, tricks and common questions</a>
<a class="navlink" href="#section23">
Help and Support</a>
</nav>
<div class="sections">
<section id="section1" class="main-section">
<h2>Get Started</h2>
<br>
<div style="font-size: x-large;">If you prefer videos, check out our <a href="https://www.youtube.com/watch?v=xbMZh52qXNk&list=PL-AR2wTCJmSuY55Km1GD5LLrETjnHETdR">Atlas Beginner Tutorials</a></div>
<br>
<p>To get started import the package as follows.</p>
<ol>
<li>Open a Unity project.</li>
<li>In the menu bar, click on:<br>
Window > Package Manager</li>
<li>In the package window select MyAssets and the <b>Atlas Terrain Editor</b> package.</li>
<li>Confirm and import.</li>
</ol>
<h2>Initialization of Atlas</h2>
<ol>
<li><a href="https://docs.unity3d.com/Manual/terrain-UsingTerrains.html" target="blank">Create a Unity
terrain.</a></li>
<li>Assign "AtlasUnityTerrainRenderer" component to it.</li>
<div class="info">This will bind the tool with the terrain</div>
<li><a href="https://docs.unity3d.com/Manual/class-TerrainLayer.html" target="blank">Set up Terrain
Layers.</a></li>
<li>Right click on the hierarchy window and select:<br> Atlas > Unity > Preview Volume</li>
<div class="info">Atlas will render your stamps in real time within this preview volume</div>
</ol>
<img src="Images/001initializeatlas.gif">
</section>
<section id="section2" class="main-section">
<h2>Editing Terrains</h2>
<ol>
<li>Select the Preview Volume.</li>
<li>Click <span class="control">edit</span> to preview your stamps.</li>
<div class="info">The terrain will be rendered in two parts:</div>
<ul>
<li class="info">Part 1 = all terrain at lower resolution</li>
<li class="info">Part 2 = a smaller square at full resolution</li>
</ul>
<li>You can move the smaller preview square around to the location you want to work on, by default it will automatically centered on your view.</li>
<div class="info">You can increase/decrease its size by adjusting the "preview render resolution"
property</div>
</ol>
<img src="Images/002previewvolume.gif">
</section>
<section id="section3" class="main-section">
<h2>Placing stamps</h2>
<ol>
<li>Select a stamp prefab from the project window.</li>
<li>Drag the prefab into your scene.</li>
<li>Position/rotate/scale the stamp to your liking.</li>
</ol>
<img src="Images/003stampprefab.gif">
</section>
<section id="section4" class="main-section">
<h2>Applying Atlas to your terrain</h2>
<ol>
<li>Select the terrain.</li>
<li>Change the resolution of the terrain height map to your liking.</li>
<li>Click on <span class="control">render</span> or finish editing the preview volume.<br>
<div class="info">Atlas automatically renders when you finish editing the preview volume</div>
</li>
</ol>
<img src="Images/004applyingatlastoterrain.gif">
</section>
<section id="section5" class="main-section">
<h2>Quickly switch edit modes</h2>
<div class="info"><b>requires Update 1.04 and 2022.2+</b></div>
<br>
<div>Atlas comes with its own overlay menu, see <a href="https://docs.unity3d.com/Manual/manage-overlay-configurations.html">here</a> how to configure it.</div>
<ol>
<li>In the Scene view, press the <span class="control">`</span> key to display the Overlays menu.</li>
<li>In the dropdown in the Overlays menu, select <b>Atlas</b>.</li>
<div class="info">this feature requires unity 2022.2 or higher</div>
</ol>
<div>Once the overlay menu is present you can use the buttons in there to switch between edit modes.</div>
</section>
<section id="section6" class="main-section">
<h2>Creating stamps from scratch</h2>
<ol>
<li>Make sure that you're in <a href="#section2">edit mode</a>.</li>
<li>Right click on the hierarchy window and select: <br>
Altas > Unity > Stamp</li>
<li>Position the stamp somewhere inside the preview volume.</li>
<li>Select your stamp and assign a stamp asset.</li>
<li>Your stamp will now be visible.</li>
<li>If you want you can drag the stamp into your project window to turn it into a prefab.</li>
</ol>
<img src="Images/005createstamp.gif">
</section>
<section id="section7" class="main-section">
<h2>Splatmaps</h2>
<ol>
<li>Make sure that you're in <a href="#section2">edit mode</a>.</li>
<li>Select your stamp.</li>
<li>Click <span class="control">+</span> to add a new layer.</li>
<li>Click Preview Mask.</li>
<li>Select one of the available masks as your input.</li>
<li>Select one of the Splatmap layers of the terrain as target.</li>
<div class="info">The order of the targets reflects the order of the Splatmaps you have configured for
your terrain</div>
<li>Change the layer properties according to your wishes.
<div class="info">you can add more layers until you get the desired result</div>
</li>
</ol>
<img src="Images/006splatmaps.gif">
</section>
<section id="section8" class="main-section">
<h2>Manual painting / Brushing</h2>
<div>Atlas has it's own paint brush you can use to paint height and splatmaps with, everyting that can be done with the built-in unity brushes can be done via the Atlas brush in a non destructive way.</div>
<div class="info" style="color:rgb(179, 144, 79)">Painted areas with the built-in unity brushes will be overwritten, Atlas only sees the stamps, it can't track what you do outside edit mode.</div>
<ol>
<li>Make sure that you're in <a href="#section2">edit mode</a></li>
<li>Select your stamp.</li>
<li>Click <span class="control">edit mask</span></li>
<li>Adjust the size and opacity of the brush.</li>
<li>Paint by clicking and dragging on the terrain within the bounds of the stamp.</li>
<li>To invert the brush, hold down <span class="keybind">SHIFT</span></li>
<li>Click on <span class="control">apply</span> when you are finished.</li>
</ol>
<img src="Images/007paintmask.gif">
<p>If you're not satisfied with your results you can always.</p>
<ul>
<li>Click <span class="control">cancel</span> to cancel editing.</li>
<li>Click <span class="control">reset</span> to revert to the original mask that comes with the stamp asset.</li>
<li>Click <span class="control">clear</span> to clear the mask and start from scratch.</li>
</ul>
<img src="Images/008undomask.gif">
</section>
<section id="section9" class="main-section">
<h2>Spline stamps</h2>
<Ol>
<li>Right click on the hierarchy window and select:<br> Atlas > Unity > Spline Stamp</li>
<li>Allocate one of the road stamp assets provided with the package.</li>
<li>Drag a point to move it horizontally.</li>
<li>Hold down <span class="keybind">SHIFT</span> and <span class="keybind">LEFT CLICK</span> to add a point.
<li>Hold down <span class="keybind">SHIFT</span> and <span class="keybind">LEFT CLICK</span> on the line to insert a point.</li>
<li>Hold down <span class="keybind">SHIFT</span> and <span class="keybind">RIGHT CLICK</span> on a point to remove it.</li>
<li>Hold down <span class="keybind">CTRL</span> and drag to move a point in 3D.</li>
<li>Hold down <span class="keybind">SHIFT + CTRL</span> and drag to scale a point.</li>
</Ol>
<img src="Images/009createspline.gif">
<h2>Adding details to your spline stamp</h2>
<ol>
<li>Subdivide.</li>
<div class="info">adds a new node between each node</div>
<li>Smooth height.</li>
<div class="info">averages all nodes height wise</div>
<li>Smooth lateral.</li>
<div class="info">averages all nodes lateral wise</div>
<li>Smooth scale.</li>
<div class="info">averages the scale value of all nodes</div>
<li>Unsubdivide.</li>
<div class="info">removes every other node</div>
</ol>
<img src="Images/010detailspline.gif">
</ul>
<h2>Aligning splines with the terrain</h2>
<ol>
<li>Adjust the heightmap opacity to 0 before dropping to floor so that the spline doesn't drop to its own
height.</li>
<li>Click on <span class="control">drop to floor
</li>
<li>Set heightmap opacity back to 1.</li>
</ol>
<img src="Images/011dropspline.gif">
<h2>Spline to Mesh</h2>
<ol>
<li>Adjust the mesh properties to your likings.</li>
<li>Click <span class="control">create mesh</span> to create it.</li>
</ol>
<img src="Images/012exportmesh.gif">
</section>
<section id="section10" class="main-section">
<h2>Tree Scattering</h2>
<div>Atlas has a workflow of scatter rules where each rule is an asset on its own. These rules can be part of
a biome that can range from dense pine forests to desert fields or palm trees that are confined to a
beach area.<br>
<br>The basic scattering tool is able to place trees, grass and/or prefabs. If you prefer a different scattering tool, Atlas supports it as long as the tool works on default Unity terrain.
</div>
<h2>Creating a scatter rule asset</h2>
<ol>
<li>Create a scatterer rule asset right click on the project window and select: <br>
Atlas > Unity > Scatter Rule Asset</li>
<li>Select the terrain.</li>
<li>Make sure that scattering is enabled on the "AtlasTerrainRenderer" component.</li>
<li>Create a new element and assign the scatter rule asset you just created.</li>
</ol>
<img src="Images/013createscatterrule.gif">
<h2>Configuring scatter rules</h2>
<ol>
<li>Select the scatter rule asset.</li>
<li>Select the Splatmap layer that you want to scatter on. In this example we'll be using Splat2.</li>
<li>Increase the min slider to finetune the threshold of asset placement.</li>
<li>Optional: block spawning assets by entering a tag that the scatterer should avoid.</li>
<li>Adjust the slope and height sliders according to your wishes.</li>
<li>Set spacing to 50</li>
<li>Enable self culling if you want objects to cull each other.</li>
<li>Add an element to the scatter stack and allocate some big tree prefabs.</li>
<ul>
<li>Set spawn radius to 25 and child count to 15</li>
</ul>
<li> Add another element with a big tree prefab.</li>
<ul>
<li>Set cull radius to 2</li>
<li> Set spawn radius to 7.5 and child count to 3</li>
</ul>
<li> Add another element with a medium tree prefab.</li>
<ul>
<li> Set spawn radius to 3</li>
<li>Set distance scale multiplier to 0.8</li>
</ul>
<li>Add a final element with some bush prefabs.</li>
<ul>
<li>Set cull radius to 1</li>
<li> Set spawn radius to 3</li>
<li>Set distance scale multiplier to 0.5</li>
</ul>
</ol>
<img src="Images/014setupscatterrule.gif">
<h2>What will be the result of this configuration?</h2>
<div>Select the terrain and click <span class="control">render</span> to see the scattering tool at work.</div>
<ol>
<li>A layer of big trees will spawn at a distance of about 50 meters between them.</li>
<li>Each of these trees will spawn 15 big child trees within a 25 meter radius.</li>
<li>These trees, in turn, will spawn 3 medium child trees within a radius of 7.5 meters.</li>
<div class="info">medium trees will be scaled towards 80 % the original size based on the distance from parent</div>
<li>The medium trees will spawn 3 bushes in a radius of 3 meters.</li>
<div class="info">trees will be scaled towards half the original size depending on the distance from the parent</div>
</ol>
<img src="Images/015renderscattering.gif">
</section>
<section id="section11" class="main-section">
<h2>Grass scattering</h2>
<div>In this example we'll be adding grass, feel free to use this for other things like small rocks and so on.</div>
<ol>
<li>Create a scatterer rule asset right click on the project window and select: <br>
Atlas > Unity > Scatter Rule Asset</li>
<li>Select the Splatmap layer that you want to scatter on and put it on Splat1 (most likely grass).</li>
<li>Adjust the min and max sliders on the mask to finetune the asset placement threshold.</li>
<li>Adjust the slope and height sliders according to your wishes.</li>
<li>Add an element to the detail stack and add some textures or meshes.</li>
<div class="info">When in HDRP you will have to assign meshes unless you have unlocked billboard grass</div>
<li>Set density value</li>
<li>Click <span class="control">render</span> on the AtlasTerrainRenderer component.</li>
</ul>
</ol>
</section>
<section id="section12" class="main-section">
<h2>Multiple terrains</h2>
<ol>
<li>Right click on the hierarchy window and select:<br> Atlas > Unity > Preview Volume</li>
<div class="info">Atlas will render your stamps in real time within this preview volume</div>
<li><a href="https://docs.unity3d.com/Manual/terrain-UsingTerrains.html" target="blank">Create a Unity
terrain.</a></li>
<li>Add 3 new terrains using the Unity + button.</li>
<li>Select all 4 terrains and assign the "AtlasUnityTerrainRenderer" component.</li>
<li>Resize the preview volume, position it so that it covers your 4 terrains and enter editing mode.</li>
<li>Place a stamp that spans the entire volume.</li>
<li>Exit edit mode to apply the stamp to all terrains.</li>
</ol>
<img src="Images/018multipleterrains.gif">
</section>
<section id="section13" class="main-section">
<h2>Continue from existing Terrains</h2>
<div class="info"><b>requires Update 1.04</b></div>
<br>
<div>In order to continue from existing terrains we need to convert them to stamps first. We can then use those stamps as our base and build ontop from there.</div>
<div class="info">if you do not have or want to update to 1.04, feel free to reach out to get the converter</div>
<ol>
<li>Right click on the project window and select:<br> Create > Atlas > Unity > Atlas Converter Asset</li>
<li>Select the <b>terrainData</b> you want to convert to a stamp.</li>
<li>Select <b>use masking</b> if you would also like a mask with the stamp.</li>
<li>Select <b>normalize height</b> if you want the minimum and maximum height values to be 0 and 1 on the stamp.</li>
<li>Press <span class="control">Convert</span></li>
<li>A stamp asset will now be created based on the terrain data that you entered.</li>
<div class="info">you can keep converting from the terrain data and the stamp will automatically update along.</div>
<li>Now you can use this as your first stamp, and thus continue from existing terrain.</li>
</ol>
</section>
<section id="section14" class="main-section">
<h2>Creating your own stamp assets</h2>
<ol>
<li>Right click on the project window and select:<br>
Create > Atlas > Unity > Stamp Asset</li>
<li>Name your stamp asset.</li>
<li>Insert your textures in the correct slots.</li>
<div class="info">Not all slots require a texture for the stamp to work.<br>For more information on what each textures does take a look at the <a href="#section20">
Stamp asset properties</a> section.</div>
</ol>
<img src="Images/019createstamp.gif">
<ul>
<li>Since Update <b>1.04</b> You can <b>pack</b> and <b>unpack</b> textures from the stamp assets.</li>
<div class="info">This means that your textures can become part of the stamp asset itself, the same way as the stamps that come with Atlas.</div>
<li>Since Update <b>1.04</b> You can combine multiple grayscale images into a RGBA texture.</li>
<div class="info">This can come in handy if you exported your flow, slope, deposition, etc maps as seperat grayscale images.</div>
<li>Since Update <b>1.04</b> You can automaticaly convert textures to 16 or 32 bit that need it.</li>
</ul>
<div>The textures to put in the stamps can be created or most likely <b>Generated</b> in many ways.<br>here is a list of programs that can help you with that.</div>
<ul>
<a href="https://quadspinner.com/">Gaea</a> |
<a href="https://www.world-creator.com/">World Creator</a> |
<a href="https://www.world-machine.com/">World Machine</a> |
<a href= "https://www.adobe.com/be_en/products/photoshop.html">Photoshop</a>
</ul>
</section>
<section id="section21" class="main-section">
<h2>Build optimization</h2>
<div>Atlas uses stamps to render your terrain, each stamp has multiple textures that make this process possible.<br>This means that when the stamps are included in your scene they will be build along with the game, and thus will increase the build size.<br><br>If you won't use Atlas to change the terrain at runtime they can be removed from the scene, when they are applied to the terrain their job is done...we have the terrain so... no stamps needed in our build.<br><br>To do this, you can move all Atlas related gameobjects to a seperat scene that is not being build, this way you still have all your stamps and can still change your terrain whenever you like.</div>
<br>
<div class="info">Since <b>update 1.04</b> we can now go to <b>project settings > Atlas</b>, and enable the <b>Strip stamps from build</b> option, this will remove the stamps when you build your game and also when entering playmode. When using this method you won't need to seperate Atlas related gameobjects to another scene.</div>
</section>
<section id="section15" class="main-section">
<h2>Atlas Unity Terrain Renderer properties</h2>
<table>
<caption class="tabtitle">General</caption>
<tr>
<td>export color map</td>
<td>when enabled the color map will be exported</td>
</tr>
<tr>
<td>export height map</td>
<td>when enabled the height map will be exported</td>
</tr>
<tr>
<td>export normal map</td>
<td>when enabled the normal map will be exported</td>
</tr>
<tr>
<td>export splat maps</td>
<td>when enabled the splatmap will be exported</td>
</tr>
<tr>
<td>use scattering</td>
<td>when enabled objects will be scattered based on the assigned scattering rules</td>
</tr>
</table>
</section>
<section id="section16" class="main-section">
<h2>Atlas Preview Volume properties</h2>
<table>
<caption class="tabtitle">General</caption>
<tr>
<td>preview render resolution</td>
<td>resolution while editing terrain, has effects on the performance during editing<br>
</td>
</tr>
<tr>
<td>auto center</td>
<td>automatically center the full resolution square to your view</td>
</tr>
<tr>
<td>size</td>
<td>preview volume size<br>
<div class="info">this doesn't have to be equal to the underlying terrain size</div>
</td>
</tr>
<tr>
<td>terrain source</td>
<td>the preview volume will copy stats like Splatmap layers and resolution properties from this
source terrain</td>
</tr>
<tr>
<td>preview accuracy from source</td>
<td>copies the resolution settings from source terrain, or set your own accuracy values</td>
</tr>
</table>
</section>
<section id="section17" class="main-section">
<h2>Stamp properties</h2>
<table>
<caption class="tabtitle">General</caption>
<tr>
<td>size</td>
<td>stamp size<br>
</td>
</tr>
<tr>
<td>stamp</td>
<td>the stamp asset that contains your heightmap and masking textures</td>
</tr>
</table>
<table>
<caption class="tabtitle">Mask</caption>
<tr>
<td>power</td>
<td>a higher value results in more steepness</td>
</tr>
<tr>
<td>edge erase</td>
<td>erases the edges</td>
</tr>
</table>
<table>
<caption class="tabtitle">Blend Modes</caption>
<tr>
<td>blend</td>
<td>the value will lerp towards target value</td>
</tr>
<tr>
<td>min</td>
<td>the minimum value will be applied</td>
</tr>
<tr>
<td>max</td>
<td>the maximum value will be applied</td>
</tr>
<tr>
<td>add</td>
<td>the target value will be added</td>
</tr>
<tr>
<td>sub</td>
<td>the target value will be subtracted</td>
</tr>
</table>
<table>
<caption class="tabtitle">Height</caption>
<tr>
<td>opacity</td>
<td>global opacity of the mask</td>
</tr>
<tr>
<td>power</td>
<td>a higher value results in more steepness</td>
</tr>
<tr>
<td>cutoff min</td>
<td>cuts off minimum value</td>
</tr>
<tr>
<td>cutoff max</td>
<td>cuts off maximum value</td>
</tr>
<tr>
<td>invert</td>
<td>inverts the mask</td>
</tr>
</table>
<table>
<caption class="tabtitle">Color</caption>
<tr>
<td>opacity</td>
<td>controls overall opacity</td>
</tr>
<tr>
<td>brightness</td>
<td>controls brightness value</td>
</tr>
<tr>
<td>contrast</td>
<td>controls contrast value</td>
</tr>
<tr>
<td>saturation</td>
<td>controls saturation value</td>
</tr>
<tr>
<td>hue</td>
<td>shifts the color</td>
</tr>
</table>
<table>
<caption class="tabtitle">Splat layer</caption>
<tr>
<td>input</td>
<td>allows you to select an input from your stamp asset</td>
</tr>
<tr>
<td>target</td>
<td>allows you to set the target splatmap to your terrain</td>
</tr>
<tr>
<td>opacity</td>
<td>global opacity of the mask</td>
</tr>
<tr>
<td>power</td>
<td>a higher value results in more steepness</td>
</tr>
<tr>
<td>cutoff min</td>
<td>cuts off minimum value</td>
</tr>
<tr>
<td>cutoff max</td>
<td>cuts off maximum value</td>
</tr>
<tr>
<td>multiplier</td>
<td>multiplies the mask value</td>
</tr>
<tr>
<td>offset</td>
<td>controls overall offset</td>
</tr>
<tr>
<td>invert</td>
<td>inverts the value</td>
</tr>
</table>
</section>
<section id="section18" class="main-section">
<h2>Spline stamp properties</h2>
<table>
<caption class="tabtitle">Settings</caption>
<tr>
<td>closed</td>
<td>when enabled the spline will be a closed loop</td>
</tr>
<tr>
<td>width</td>
<td>width of the spline</td>
</tr>
<tr>
<td>tiling</td>
<td>how many times the stamp will repeat itself along the spline</td>
</tr>
<tr>
<td>fade start</td>
<td>fades the start of the spline (0 = no fading)</td>
</tr>
<tr>
<td>fade end</td>
<td>fades the end of the spline (1 = no fading)</td>
</tr>
<tr>
<td>quality</td>
<td>quality of the spline while in edit mode (out of edit mode the maximum terrain
quality will apply)
</td>
</tr>
<tr>
<td>road blending</td>
<td>when enabled the stamp will use its 'road mask' to make intersections possible
</td>
</tr>
</table>
<table>
<caption class="tabtitle">Spline to Mesh properties</caption>
<tr>
<td>width</td>
<td>width of the spline</td>
</tr>
<tr>
<td>max distance between points</td>
<td>preferred distance between vertices along the length</td>
</tr>
<tr>
<td>max points</td>
<td>maximum vertices count along the length</td>
</tr>
<tr>
<td>width segments</td>
<td>vertex count along the width</td>
</tr>
<tr>
<td>tiling</td>
<td>amount by which UV will tile</td>
</tr>
<tr>
<td>fade start</td>
<td>start fade of the spline (0 = no fading)</td>
</tr>
<tr>
<td>fade end</td>
<td>end fade of the spline (1 = no fading)</td>
</tr>
<tr>
<td>edge push down</td>
<td>how far the edge vertices should be pushed down</td>
</tr>
<tr>
<td>mid push up</td>
<td>how far the middle vertices should be pushed up</td>
</tr>
<tr>
<td>material</td>
<td>material of the mesh which will be generated</td>
</tr>
</table>
</section>
<section id="section19" class="main-section">
<h2>Scatter rule asset properties</h2>
<table>
<caption class="tabtitle">Splatmap </caption>
<tr>
<td>target</td>
<td>the target splatmap on which you want to scatter the objects</td>
</tr>
<tr>
<td>mask factor min</td>
<td>the minimum value that the mask should be</td>
</tr>
<tr>
<td>mask factor max</td>
<td>the maximum value that the mask should be</td>
</tr>
</table>
<table>
<caption class="tabtitle">Objects</caption>
<tr>
<td>block tag layer</td>
<td>objects won't be placed on objects with this tag name</td>
</tr>
<tr>
<td>invert tag layer</td>
<td>when enabled objects will only be placed on objects with this tag name</td>
</tr>
</table>
<table>
<caption class="tabtitle">Slope</caption>
<tr>
<td>slope min</td>
<td>minimum slope value</td>