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British Columbia Mountain Valleys Real-World Terrains 16 km² preview
Unity

British Columbia Mountain Valleys Real-World Terrains 16 km²

By Matei Ioan Alexandru

$13.99 $19.98 30% off

About British Columbia Mountain Valleys Real-World Terrains 16 km²

  • Theme > Nature & Countryside
  • Theme > Realistic
  • Art & Visuals > 3D
The forested mountain valleys of British Columbia, Canada - steep valley walls, avalanche paths, meandering rivers, a river delta and lakes below the peaks - at their real size, at 1 m resolution

31 heightmaps of the mountain valleys of British Columbia, Canada from real-world elevation data (DEM). Steep forested valley walls, avalanche paths, rivers winding across flat valley floors, a river delta building into a lake and small lakes below the ridges of British Columbia's mountains. Each map covers 4.032 x 4.032 km (about 4 x 4 km, 16 square km) at 1 m between samples. Every Unity terrain sample is an original heightmap pixel - nothing is stretched or resampled - and 1 Unity unit is 1 metre.

WHAT'S INSIDE
- 31 heightmaps - 16-bit PNG, 4033 x 4033 px, relief from 640 m to 1,029 m per map
- One Unity terrain per map - 4097 samples at the map's own 1 m spacing; the unused 64-sample strip at the edge is cut away with terrain holes
- 3 demo levels x 3 render pipelines - 9 ready scenes to fly or walk through: Delta Lake, River Valley, Cirque Lake
- Terrain Builder - one click turns any heightmap into a real-scale Unity terrain
- British Columbia Mountain Valleys ground look - 8 ground layers in 4K (meadow, forest floor, dry earth, scree, rock, gravel, bog, lake bed)
- Shore water - transparent valley lakes, a river delta, meandering rivers and mountain streams: clear at the shoreline, the bed visible in the shallows, darker water further out, rivers that follow the valley downhill, a thin moving shore film and wet ground just above the water, in Built-in, URP and HDRP
- Forest, avalanche paths and meadows - the ground of the demo levels is painted from the real shape of each map: dark forest floor on the valley walls, green avalanche paths down the gullies, meadows and fens on the valley floors, bare rock only on real walls, talus below them

FEATURES
- Exact scale - size and height range are in every file name and inside every PNG, and the builder reads them for you
- 1 m resolution - valley walls, avalanche gullies, alluvial fans, river channels, delta channels and shorelines are in the data itself
- Anti-tiling terrain shaders - every layer blends three texture sizes by viewing distance, so no repeating patterns
- Cliffs without stretching - textures are projected from the side on steep faces, so walls show real rock texture instead of vertical streaks; flat ground is unchanged
- Verify - compares every terrain height with the original pixels

PERFORMANCE
- Native 3840 x 2160 - the demo scenes are made for native 4K in all three pipelines, pixel error 3 on every terrain

DEMO CONTROLS
Mouse look · WASD move · Shift fast · G walk at 1.8 m eye height · F fly · N / P next / previous level · H help

UNITY 2022.3 AND ABOVE
Built-in, URP and HDRP in one package. Tools > Lidar Terrains > Project Setup switches on terrain holes, and Shore Water Setup the depth and opaque textures the water reads, in your pipeline asset with one click. The Built-in Render Pipeline has no post-processing, so the Built-in demo levels look simpler than the URP and HDRP ones.

USE CASES
Open-world games · flight and driving simulators · hiking, fishing and survival games · cinematics · terrain studies. The heightmaps also work in other tools: 16-bit PNG, north up, size and height range in the file name.

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