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The creation of beautiful virtual terrains isn’t just the domain of the artist but also of the programmer. What if you could use your programming skills in C# to manipulate a mesh to create realistic landscapes using algorithms developed by researchers studying landscape formation and erosion?
Learn how to program and work with: Voronoi Tessellation, Midpoint Displacement, Perlin Noise, Splat Maps, Trees and Vegetation, Clouds, Weather, Erosion, and water.
Penny de Byl
Author
I’m a full stack developer of most things computer sciency and academic with a true passion for teaching. I’ve been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I’ve also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide. My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.
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Introduction
Lesson 1 of 4 within section Introduction.
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Join the H3D Student Community
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Lesson 3 of 4 within section Introduction.
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Lesson 4 of 4 within section Introduction.
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The Unity Terrain Object
Behind the Scenes of a Terrain Object
Lesson 1 of 12 within section The Unity Terrain Object.
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Manual Terrain Creation Part 1
Lesson 2 of 12 within section The Unity Terrain Object.
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Manual Terrain Creation Part 2
Lesson 3 of 12 within section The Unity Terrain Object.
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Design Principles for Terrain Aesthetics
Lesson 4 of 12 within section The Unity Terrain Object.
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Landscape Reproduction Challenge
Lesson 5 of 12 within section The Unity Terrain Object.
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Lesson 6 of 12 within section The Unity Terrain Object.
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Getting Ready to Create a Custom Editor
Lesson 7 of 12 within section The Unity Terrain Object.
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Generating Random Heights Part 1
Lesson 8 of 12 within section The Unity Terrain Object.
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Generating Random Heights Part 2
Lesson 9 of 12 within section The Unity Terrain Object.
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Loading Height Map Data from an Image
Lesson 10 of 12 within section The Unity Terrain Object.
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Lesson 11 of 12 within section The Unity Terrain Object.
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Unity Terrain Object Solution
Lesson 12 of 12 within section The Unity Terrain Object.
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Perlin Noise
Lesson 1 of 6 within section Perlin Noise.
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Implementing Simple Perlin Noise
Lesson 2 of 6 within section Perlin Noise.
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Lesson 3 of 6 within section Perlin Noise.
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A Quick Note About GUITable Code
Lesson 4 of 6 within section Perlin Noise.
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Lesson 5 of 6 within section Perlin Noise.
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Perlin Noise Solution Code
Lesson 6 of 6 within section Perlin Noise.
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Voronoi Tessellation
What is Voronoi Tessellation
Lesson 1 of 6 within section Voronoi Tessellation.
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Lesson 2 of 6 within section Voronoi Tessellation.
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Modifying Mountain Slopes
Lesson 3 of 6 within section Voronoi Tessellation.
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Lesson 4 of 6 within section Voronoi Tessellation.
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Adding a Choice of Function Types
Lesson 5 of 6 within section Voronoi Tessellation.
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Voronoi Tessellation Solution Code
Lesson 6 of 6 within section Voronoi Tessellation.
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Midpoint Displacement
Lesson 1 of 6 within section Midpoint Displacement.
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Lesson 2 of 6 within section Midpoint Displacement.
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Lesson 3 of 6 within section Midpoint Displacement.
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Lesson 4 of 6 within section Midpoint Displacement.
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Lesson 5 of 6 within section Midpoint Displacement.
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Lesson 6 of 6 within section Midpoint Displacement.
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Texturing
Lesson 1 of 11 within section Texturing.
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Specifying Texture Heights
Lesson 2 of 11 within section Texturing.
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Blending Texture Overlaps
Lesson 3 of 11 within section Texturing.
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Running out of Room in the Inspector Editor?
Lesson 4 of 11 within section Texturing.
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Texturing on Steep Terrain
Lesson 5 of 11 within section Texturing.
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Creating a Procedural Texture
Lesson 6 of 11 within section Texturing.
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Making a Seamless Texture
Lesson 7 of 11 within section Texturing.
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Saving a Texture into the Assets Folder
Lesson 8 of 11 within section Texturing.
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Modifying Global Pixel Values
Lesson 9 of 11 within section Texturing.
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Lesson 10 of 11 within section Texturing.
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Displaying Heightmap Challenge
Lesson 11 of 11 within section Texturing.
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Vegetaion
Working with Tree Prototypes Part 1
Lesson 1 of 6 within section Vegetaion.
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Working with Tree Prototypes Part 2
Lesson 2 of 6 within section Vegetaion.
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Lesson 3 of 6 within section Vegetaion.
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Lesson 4 of 6 within section Vegetaion.
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Lesson 5 of 6 within section Vegetaion.
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Lesson 6 of 6 within section Vegetaion.
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Details
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Water
Lesson 1 of 4 within section Water.
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Shoreline Creation Part 1
Lesson 2 of 4 within section Water.
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Shoreline Creation Part 2
Lesson 3 of 4 within section Water.
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Lesson 4 of 4 within section Water.
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Natural Exposure
Lesson 1 of 9 within section Natural Exposure.
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Lesson 8 of 9 within section Natural Exposure.
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Lesson 9 of 9 within section Natural Exposure.
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The Great Outdoors
Lesson 1 of 11 within section The Great Outdoors.
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Lesson 2 of 11 within section The Great Outdoors.
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Lesson 3 of 11 within section The Great Outdoors.
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Lesson 4 of 11 within section The Great Outdoors.
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Lesson 5 of 11 within section The Great Outdoors.
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Lesson 6 of 11 within section The Great Outdoors.
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Lesson 7 of 11 within section The Great Outdoors.
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Lesson 8 of 11 within section The Great Outdoors.
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Particles for Weather Effects Part 1
Lesson 9 of 11 within section The Great Outdoors.
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Particles for Weather Effects Part 2
Lesson 10 of 11 within section The Great Outdoors.
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The Great Outdoors Solution Code
Lesson 11 of 11 within section The Great Outdoors.
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Final Touches
Updates to Post Processing Stack for V.2018.3
Lesson 1 of 3 within section Final Touches.
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Final Words
Some Final Words From Penny
Lesson 1 of 1 within section Final Words.
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