Recent Posts

Pages: [1] 2 3 ... 6
News & Announcements / Beta version 0.6 is released
« Last post by Marianne Calva on November 14, 2017, 06:16:42 PM »
Instant Terra beta version 0.6 is now available.
Download it now from our website for free.

You will find here the main improvements since beta 0.5.

Hydraulic erosion
This erosion simulation version is the first step in a more complete erosion system that will be developed in a future release.

What is it?
This hydraulic erosion simulation creates realistic effects by rainfall and river flows.
Three modes are available:
  • Using presets: 5 different presets are available, each one creating a different erosion and deposition result.
  • If you want to tweak the results of the preset you have chosen, you can adjust the four parameters available to achieve a more accurate result.
  • We also provide an advanced tab where you can adjust a number of internal parameters.

See our complete documentation on erosion by clicking on "?" in the top right of the edition window.

What is next?
We have great plans for the erosion simulation. We want to provide you with the best performance and the most realistic end result. This version is only the very first step of the future complete solution.

Work in progress:
- Thermal erosion: Effects of thermal erosion added to hydraulic erosion will provide a very realistic end result.
 - More explicit parameters: We want to create self-explanatory parameters to replace the current internal "technical" parameters that may be difficult to master.
 - Multi-scale erosion: We are developing multi-scale erosion simulation. With this model, the erosion will be computed several times, but on different scales starting at a very large scale and ending with smaller areas. The goal is to generate an overall effect, for example for large valleys, and to add gradually more and more details.
 - Using masks to set the parameters: You will be able to drive any erosion parameter by an input mask. For example you will be able to use a mask to define where and how much the rain falls, to define the hardness of the rock, etc.
 After these improvements, we will work on other kinds of erosion: ice, snow, and coastal erosions are in our roadmap.

Several improvements have been made to the Curve Editor:
- You can now edit your curve in Point mode (like a Bezier curve). You can switch to manual editing if needed.
 - When you move the mouse over the terrain, the height under the mouse is shown as green points on the curve.

Handling in the 3D view

A gizmo is available in the 3D view to let you move the terrain directly when using the Full Composition node.

Name & comments

With this version, you can set a name and add comments to a node.


Perlin noise: rotation

You can specify a rotation angle in the Perlin noise generator node.



You can now save and use several cameras, and set a custom field-of-view value.


Also available in this version
  • Import a DEM file to read files from USGC (U.S. Geological Survey);

  • Export in the RAW format;

  • Mesh export: Compatible with Maya 2014 and 2015, and 3DS Max 2014 and 2015.

What is next?
We are preparing our major release V1.0 for the beginning of 2018.

It will be available in different versions to fit every kind of user and project, for sale or for monthly rental.
 Stay tuned for more details about the first commercial release!

Discussions / Re: Vector Displacement ?
« Last post by Raven on November 03, 2017, 09:04:23 PM »
In the meantime, you can try this workaround :

Get a slope mask (from Instant or from Substance Designer's Facing Normals node), then use it to drive a secondary displacement modifier in your favourite 3d app to add new informations to your elevations.
Discussions / Re: Vector Displacement ?
« Last post by paqwak on October 31, 2017, 10:06:23 PM »
Thanks for the quick reply Alexis !
Discussions / Re: Vector Displacement ?
« Last post by Alexis Vaisse on October 31, 2017, 03:40:17 PM »
Hi paqwak,

Thanks for your feedback.

For the short term, we plan to add distorsion and displacement nodes, but the terrain will remain a heighmap, i.e. a single height for each (x,y) point, so no vertical cliff nor cave.

We know that a lot of people are interested in lateral displacement. This is something we may consider for the mid / long term, as it's a really big feature to implement. ;-)
Discussions / Vector Displacement ?
« Last post by paqwak on October 30, 2017, 08:40:17 PM »

Have you consider to handle vector displacement (or any stacking displacement method) that could push terrain creation to an other level.

Something that could help to create this kind of formation (amazing image from Luc Bianco / Terragen) :

If you can archive this level of detail (lateral displacement, adaptive tesselation), while keeping (relative) instant feedback, that would put instant terra into a really unique field.

Or is it something complete out of scope ?

Our short-term roadmap is full of new features and improvements. Tell us what is most important to you.
Note that we have not listed the features included in the future 0.6 beta release (check here to see what it will contain).

- Other terrain generators: Bollow noise, Ridge noise, Voronoi region...

- Terrain distortion: Distort your terrain.

- Export a video of real-time parameter changes: Change the value of some parameters and export a video of the real-time changes.

- Spherical terrains support: You want to play with planets? Now you can!

- Editing windows docking: Dock the editing windows and keep them visible where your want them.

- Define node groups: Name and group nodes, and add comments to groups.

- Define the position of water areas (lakes): Define the levels of water areas to add lakes where you want them.

- Improved Graph Editor: Addition of new features to create and edit nodes rapidly.

- Import and export file formats support: *Please post your request in the "Feature requests" section.

- Asset Browser: Searchable and filterable list of graph nodes.

- Improved Paint Mask node: Additional brushes and effects.

- Color picking support: Create a color gradient with a single movement of the mouse on the screen.
- Import meshes support: Import meshes to transform them into terrains.   

- Video tutorials: Short videos explaining a specific feature.

Is something important missing? Please post in the "Feature requests" section.
Our mid-term roadmap is full of ideas for new features and improvements. Your feedback is essential to help us set the right priorities.
All of these features will benefit from the same ultra-fast technology.

- Generation of streams and rivers: Position streams and rivers according to the relief.

- Generation of roads: Position roads according to the relief.

- Scattering: Add vegetation, trees, rocks, or other assets randomly to your terrain.

- Materials handling: Set up your terrains with materials directly in Instant Terra.

- Ready-to-use terrain models: Preset terrains for which only a limited numbers of parameters are editable. Your final terrain will be generated ultra fast.

Is something important missing? Please post in the "Feature requests" category.
Feature requests / Re: About water spring
« Last post by Alexis Vaisse on October 27, 2017, 10:31:43 AM »
Thanks a lot for your interest in Instant Terra.
We plan to implement a feature that may fulfill your needs: the ability to paint a mask and use this mask to specify the areas where you want the rain to fall down for the erosion simulation.

That way if you want a single water spring, you put a single point on the mask and the terrain will be eroded using only the water coming from this point.
If you want several water sources or areas with rain and areas with less rain or no rain, you just paint the mask as you want.
This feature won’t be available in version 0.6 in November, it will come in a future version.
Feature requests / About water spring
« Last post by Marianne Calva on October 27, 2017, 09:17:57 AM »
We share with Instant Terra's community this question received by mail about how to make rivers:

I know this is going to be a difficult task. but it will make Instant Terra really usefull to me and probably many others.

Personally I'd like to see a way you can make rivers spring from any point you choose. and It would carve a way with natural erosion. So that in any engine I export it to I could set a water spring and it will naturally flow down a path like a river would. making my life as a Minecraft terraformer so much easier.

I would love to see this!
Thanks already for making this program free to use right now its lovely, Can't wait till erosion is available!
Sincerely, A Beta tester.

Hello HeadClot,

Thanks a lot for your feedback, we're really happy that you enjoy our software so far and shared it to the community.

For the differents improvements :

  • Blend & combiner nodes: there are already some blending modes available: sum, difference, average, linear combination, min, max, alpha blend (see "Terrain composition" and "Mask composition " in the context menu). Please let us know if any blending mode you would like to have is missing.
  • You can emulate a Terrace node by using the "Apply curve" node. However we plan to add a specific node later.
  • Fluvial erosion will be in the next beta version to be released in November.
  • Thermal erosion will arrive a bit later.
  • Tiled Terrain import options already exist, export options will follow.
  • DEM files import will be available in the next beta release in November.

Pages: [1] 2 3 ... 6