Welcome back! In this video, we will talk about create and configure your terrain settings.
To create a new terrain, right click on the Hierarchy window, then select 3D Object>Griffin>Stylized Terrain (Wizard), this will bring up a window for material configuration.
Select your Lighting Model and Texturing Model which fit in your project. The Render Pipeline will be automatically selected based on your graphics settings.
After that, click Create, and a new terrain will be added to the scene. New terrain data will be shown at Assets folder.
Select the terrain game object, you will see a lot of parameters shown in the Inspector, for more information about their meaning, please see the Manual.
You can quickly create and connect adjacent terrains tiles using its Terrain Pinning & Neighboring feature.
Select a terrain, expand it Neighboring foldout, you can see some square button next to it, click on the button and the new terrain will be added to the scene with neighboring configuration set.
To apply splat textures to the terrain, you have to create a Splat Prototypes Group asset and assign to the terrain.
Right click on the Project window, then select Create>Griffin>Splat Prototypes Group and give the asset an appropriate name.
Select the asset, in the Inspector, try drop a texture into the selector box, you should see the prototype appear.
To spawn trees and grasses onto the terrain, you also have to create a Tree Prototypes Group and a Grass Prototypes Group and assign it to the terrain.
The process is quite similar to previous step.
After creating these asset, drag and drop them into appropriate slot, which can be found under Shading and Foliage foldout of the terrain component.
That would cover most of the terrain configuration process, now you can use tools like Painters to populate texture and foliage into the scene.
See you in the next post.