Save and read setup via profiles;
Water shaders generate a few cascade/waterfall types by the slope of the mesh;
You can split, and connect multiple times the river splines;
Connect rivers with lakes, waterfalls, and the sea via vertex alpha automatically or manually;
Noise the river or road spline by slope curve;
Speed up flow map via slope for realistic waterfalls;
Mix and change via mesh painter:
Height Painter: manage spline height via painter, generate cascades, or just bump spline in specific areas, etc;
Flowmap Painter: speed up or change river direction. Via direction, attraction, repulsion, or smudge (mouse move);
Vertex Color Painter: Add or remove small cascades, waterfalls, slow water, foam on water, or layers at swamps and roads. All effects that depend on vertex color could be managed by this tool;
Simulation tool: place one point and generate a river from that point. The system will analyze terrain and slopes to put the proper river direction;
You can change the shape of the mesh in cross-section per point or globally for spline. Good for roads or paths to accent the shape of the object;
Spline could be snapped to terrain or any 3d mesh;
Change verts distribution: increase their density per point, globally or for example move it into spline borders which is useful for asphalt roads;
Get normal direction from terrain or 3d mesh under the spline. Good for paths or lava;
Spline terrain functions: carve, paint it, remove foliage;
Spit spline into multiple meshes or splines;
Read, and export points and information into CSV;
Export mesh into unity asset;
Save and read setup via profiles;
River shader generates a few cascade/waterfall types by the slope of the mesh;
Sea shader:
The system analyzes terrain, and colliders under the lake/sea, and gives information about its shape;
Sea shaders use terrain or colliders data to generate non-repetitive waves based on the shoreline;
Main waves move in wind direction (flow-map);
Polar waves accent the shoreline;
Silent areas hide main waves after objects, so waves will not appear after the island immediately, while polar waves still swash the shore.
Waves bump then crush and swash on the shoreline. (wave physically accurate).
Waves can be affected by object colliders;
Connect lakes with rivers via vertex alpha automatically or manually;
Mix and change via mesh painter:
Height Painter: manage spline height via painter, generate cascades, or just bump the shape, etc.
Flow map Painter: speed up or change lake direction. Via direction, attraction, repulsion, or smudge (mouse move);
Vertex Color Painter: Add or remove small cascades, waterfalls, slow water, foam on water, or layers at swamps and roads. All effects that depend on vertex color could be managed by this tool;
Automatic flow-map generation based on lake shape:
Directional: useful for sea or huge lakes where the main speed is gained by wind;
Centra:l useful for lakes, it will push all objects into lake borders;
Simulation tool: place one point and generate a lake from that point. The system will analyze terrain and slopes to put the proper lake shape;
Lakes could be snapped to terrain or any 3d mesh. You can overlay the area by that trick with additional terrain texture;
Change verts distribution: increase their density;
Realtime CPU or GPU shape tesselation: useful for detailed or huge shapes. Generate a low-resolution lake or sea and it gets density only near to the camera;
Get normal direction from terrain or 3d mesh under the lake. Good for paths or lava;
Lake terrain functions: carve, paint it, remove foliage;
Spit lake into multiple meshes;
Waves could be synced between players and server via single value "time offset";
Read, and export points and information into CSV;
Export mesh into unity asset;
Place a few points via spline and simulate/generate the waterfall from them;
Manage direction, water power, and bumps from collision;
You can overlay 3d objects with the physically generated waterfall;
useful for very complicated waterfalls to simulate how water will behave over those shapes;
Save and read setup via profiles;
Loop it to generate a fountain;
Connect waterfalls with lakes and rivers, via vertex alpha automatically or manually;
Mix and change via mesh painter;
Height Painter: manage height via painter, generate cascades, etc.
Flow map Painter: speed up or change waterfall direction;
Vertex Color Painter: Add or remove a small cascade, waterfall, slow water, and foam on the water. or layers at the swamp. All effects that depend on vertex color could be managed by this tool;
Save and read setup via profiles;
Generate fence, with posts, spans, and beginning and end objects, randomize objects via probability;
Place points or read it from other fences, river spline, or lakes to generate parallel mesh
Support for 3d meshes and decals
Manage 3d mesh:
scale;
rotate;
bend;
snap-generated mesh to 3d objects or terrain;
Generate cliffs, pipes, walls, road borders, stairs, stair borders, pavements, curbs;
Randomize fence by random seed;
Loop it;
For not well-prepared objects for the fence system, you have position, rotation, scale offset but also axis, mirror changes, and mesh bounds reader to get the object shape;