Ultra-fast editing: Change a parameter and immediately see the result. No preview window is required as the result is seen directly in the 3D view in the final resolution.
Ultra-fast generation: Instant Terra generates a terrain ready to use in your production very quickly.
In recent years in the gaming industry, game play and design have exceeded expectations. The space in which games are held has greatly expanded and we now speak of terrains that are hundreds or even thousands of square kilometers.
The tools available to artists do not allow them to take their creativity to the limits. Most existing tools are limited, slow, and complex.
With this in mind, we embarked on an adventure to provide a new user experience with a terrain-generation tool based on innovative technologies. We created Instant Terra to meet these new challenges.
Alexis Vaisse - CEO
Previously at Ubisoft, Alexis has 20 years experience in software development for digital creation in the field of video games. He is both Expert Programmer and Project Manager.
Alexis has had the opportunity to present his work to the international community at the Game Developers Conference Europe 2014 and the Game Developers Conference 2015.
Marianne Calva - Co-founder
After more than 15 years working in software companies, Marianne spent the last 10 years at Ubisoft.
As Associate Producer, she was in charge of project organization and tracking, technical documentation, and communication within projects.
Procedural tools bring power to digital tools. In terrain creation, a procedural tool ensures a non-destructive process, whatever the size or complexity of your terrain.
Instant Terra is a node-base tool where you link nodes to make graphs. At any time, you can change any parameter of any node. The graphs are recomputed in real-time and you can see the result of your changes immediatly.
In Instant Terra, masks define where and how the global actions are applied. You can use masks to protect some areas from global actions, or use them as per-vertex coefficients to be taken into account by the calculations.
With Instant Terra, you work directly in the final resolution. Whatever the size of your terrain, Instant Terra always shows you the final terrain with all its details.
Version 1.5 for Windows - One-month free trial
Use terrains of different sizes together and use a mask to drive the composition.
Paint masks directly in the 3D view and immediately see the results on the final terrain.
Add a node anywhere in your graph to change the size or resolution of a terrain or a mask.
Create realistic terrains with the erosion simulation. Play with hydraulic erosion, rock erosion, or mountain erosion and achieve different results.
Instant Terra is designed to handled large terrains. A 32k x 32k terrain? A 64k x 64k terrain? No problem!
* Size limit depends on the version
Import GBs of input data in a few seconds only.
If your input data are split into several files, import them at the same time to build a terrain.
* Instant Terra Pro edition only
Indicative roadmap. The priorities are subject to changes based on your feedback and needs.
Erosion: A new type of erosion "Mountain erosion"
Light: Turn on the lights in your terrain
Export: Raw32 and Obj formats are added
Color Maps: unlimited size supported
API C# available
Fast-creation menu to add a node
API C++ live link
Terrain & mask distortion nodes
Full composition with tiling
Painted mask: more brushes, & brushes from mask