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Tellus - Terrain generator


Tellus is a procedural terrain generator based on Perlin noise, creating various terrains as a grid separating them into 1, 2x2, 3x3, 4x4 8x8 seam up perfectly, each one a square size and power of 2. Able adding details and objects through some simple parameters. the feature that makes special is that separates you terrains in different scenes and you configure for use with scene streamer, plus advance work with occlusion, the navmesh and global illumination


Tellus can generate heights, to the mountains and the plains using a Random.Seed and perlin to ensure the same repetition when using the same seed noise, it is also capable of generating the alpha Maps or splat maps based on the terrain inclinations time. also generates the details and trees, based on Perlin,


the fit between some terrain and other fit well, allowing you be a good candidate to use a streamer scenes thus reducing the memory used and giving a sense of continuity


Tellus uses Scene of the free asset Streamer for its ease of use and to extend its functionality if you want download this asset here you have the link


Assets Store:


Annex also comes the possibility of some prefabs position using the random.seed function and some extra parameters to determine the height and angle you want the objects appear.


Some using this script parameters are changed and made ​​a certain range to prevent excessive memory consumption according this article


On other hand it is necessary for the asset to be taken Streamer Scene!/content/38168


Tellus may change in the future in same way this manual, note that this asset is created to facilitate the design giving a good base from which, generated designs can be simple, because this tool was focused on performance. Also note that some errors may occur when generating overlay maps as objects to be modified using the native tools Unity.

How to use:

The script has six sections: Ground, Details, Objects, Textures, Trees, Options


Tiles: number of tiles in the X and Z axis

Terrain Size: size of each terrain in the X and Z axis in powers of two

Terrain Height: terrain height potential 2

seed: number of seeds, use the same number guarantees the same repetition

Frequency: number of repetitions used by the Perlin noise to generate heights.

Pixel Map Error: a small value can make the details can be more fine but may reduce performance.

Base Map Distance: may increase or decrease performance, lowering or increasing the resolution of the textures.




for the moment and it is best to apply maximum 4 textures for performance reasons

Texture 0: it is the texture that influences all terrain

texture 1: recurring at low heights

texture 2: recurring on level ground

texture 3: recurrent in inclinations but from the Z axis opposite


Splat: diffuse main texture applied to ground

Normal: texture that gives roughening of the diffuse texture

Tile Size: size in X and Y texture, a small value perform more reps

Metallic: it allows the texture reflects the light:

Smoothness: allows the reflected light focalize or smooth


detail: grass texture

Render mode: mode detail has 3 modes,

grass billboard: that will always face the camera

Grass: similar to above but does not face the camera always

Vertex Lit: avoid being affected by the light:


healthy: when healthy grass

Drycolor: color of grass when is dry

seed: seed that guarantees the same generation always

frequency: generation frequency details


detail Resolution Per Patch: high number helps reduce draw calls

waving grass strength: wind strength to fly the grass

waving grass Amount: amplitude the waving wind

Waving grass speed: wind speed

detail Object density: density of grass


Note: the array of details must contain least 3 details or skip an error that prevent continue generate more terrain


Prefab: Tree to generate

Bend Factor: bending factor tree

tree Noise:

Seed: Seed generation of trees

Frequency: frequency generation

Tree Spacing: space between trees

Maximum Full LOD Distance: maximum number of trees that retain maximum detail

Tree Billboard Distance: Maximum distance at which the tree becomes a billboard

Tree Crossfade Length: length in which occurs the transition from tree maximum detail billboard


Prefab: Objects game can include scripts.

Initial slope: initial inclination which may appear in the terrain.

Final slope: final inclination at which the object may appear in the terrain.

Amount: number of trees that appear in the terrain.

note: the number of objects not guaranteed, depends on the inclination and the height:

seed: seed generation

initial height: value between 0 and 1, determines the initial height at which the object can generated.

Final height: value between 0 and 1, determines the final height to which the object can be generated.

note: to obtain the correct height should multiply the value by the maximum height of the terrain.

allow rotate: allows the object rotate perpendicular to ground, of not be marked this rotated only on the Y axis


Split scenes: separated into scenes grounds

Scene Streamer Adaptation: preparing the scenes previously built to suit the load scenes additively

calculate occlusion: calculates static occlusion for scenes.

Build Navmesh Runtime: creates a mesh navigation for artificial intelligence in every scene

Bake lightmap: bakes lights and global illumination for each scene.


scene Streamer Adaptation, Calculate Occlusion, Build Navmesh Runtime function only if Split Scenes is activated.


In the objects you can add prefabs that contain code, this is perfect to make respawns, generate enemies or environmental sound effects, in addition to items to farm

Contact & Support:

The updates will be announced on the following website:

I will also receive questions and suggestions in the following post.

I will be happy to answer your concerns.

Web GL.

Now you can see how work currently our procedural terrain system and observe the results. our system support scene streaming add scenes additively

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