The primary emphasis of these packages is on artistic, synthetic terrain,
although many of them have at least some limited ability to import real-world
data layers.
There is very little plant functionality.
Built-in objects include 14 trees, a cactus, and 5 other small plants, not
very detailed. Their better trees use their proprietary volumetric
textures, which aren't exportable. It is difficult to distribute
and "plant" trees on the terrain.
in mid-2005, DAZ took this old software (previously Corel, etc.) and
gave it a fresh release
Realtime 3D heightmap editor and painter, makes 'maps'
up to 4k*4k, with freehand tools for raise/lower/smoothing, freehand painting
of terrain color and up to four detail textures. User interface is
very fast and smooth.
Outputs to its own ascii map format, 16-bit PNG, or .OBJ. Imports
from image formats.
Procedural creation of geometry using fractal algorithms and natural
erosion, procedural textures, creates shadowmaps, distribute objects including
vegetation
UI looks quite powerful and complex; oriented towards game developers
Generates artificial heightfields, including surface materials and water.
High-level control: Sea vs. Land, Flat vs. Mountains, Rolling vs. Jagged,
Wet vs. Dry
Heightfield brush tools for finer control
Freeware for Windows, with Professional versions for $35/$150
Imports and exports and very large number of formats, including BT,
TerraGen, HFF (L3DT), bitmap, and JPEG, with export to 3D model formats
.obj, .b3d, .3ds, .X, GLScene and others.
Includes a realtime viewer.
A small amount of geo-support allows it to import SRTM.
The pro version handles really big maps, up to 131,072*131,072 for heightfield,
2M × 2M for the texture with a paging system.
Open-source GPU driven terrain generator, to create and export material
textures and heightmaps.
The terrain algorithms are implemented as GLSL fragment shaders, operating
on floating point textures, which allows realtime modification of the terrain.
tool for creation of terrain, manually as well as automated/randomized
terrain generation including heightmaps, texturing, vegetation, seas and
rivers, static objects and environmental sounds
For Windows; free version available with limitations; €45 / €170 for
standard/professional editions
Plants are very realistic, up to 50 of them are included depending on
product
One drawback: i was unable to get it to import any USGS DEM in 2000,
although it is probably fixed later (2006). The product literature
doesn't distinguish between "DEM" and "2D import",
which implies that they don't handle geographic coordinates at all.
In 2010, they produced a version of Vue + CityEngine (for $300) but
this later disappeared, probably when CityEngine was bought by ESRI.
$180 standard / $500 pro version, from
Digital Element, although apparently no longer sold directly.
Can read DEM, handle terrain grids up to 4000x4000.
Very beautiful output rendering, supports multiprocessor.
"Geomorphic smoothing of landscape surface, simulation of water
erosion".
Automatic and manual road generation.
Plants ("over 100 L-System generated 3D vegetation specimens")
look good, placement of grass well done. The L-System language
is built-in and specific to WorldBuilder, so the set of possible plants
is not easily extended. Individual species are sold for $40 each (!)
Water system includes options for ripples, varying color dependent upon
water depth and refraction
landscape creation and rendering with rock, trees, vegetation, moving
water and evolving clouds (volumetric clouds, cloud shadows animated on
a landscape)
Terraffector™ technology lets you change the terrain by drawing
vectors directly onto the landscape.
Sun and moon, moon phases, tides.
Always renders true spherical terrain.
Can drape satellite imagery, import DLG for major roads, streams, railroads,
etc.
LightWave and 3D Studio MAX scene import/export
For working with real places or serious GIS data, 3D Nature offers a
more professional product, Visual Nature Studio, listed on
Commercial Packages
A terrain heightfield generator, for Windows, $90 Standard / $180 Pro
Uses an interesting graph-based visual design approach, connecting a
series of operations (noise, erosion etc.) in a easy-to-use visual manner
Imports/exports to Raw, TGA, BMP, Leveller, and Terragen
2D & OpenGL views, many Perlin Noise generator styles, weathering
and fluvial erosion, real-time previews of all adjustments
Older / Historical
aeliom
Was $85 standard / $1200 for commercial use, free for non-commercial use,
from iLuaC software (France)
generates and does realtime rendering of strange alien terrain, with
sophisticated shading
unlike most of the other programs of its type, the rendering is full
quality in realtime
appears to have been updated up to 2003
Alias Maya / Terraformer
apparently 'Terraformer" was a powerful module, for creating
terrain with water and vegetation, once bundled with Alias Power Animator,
not later mentioned on the Alias site
later, Maya contained a module 'Artisan' which allowedyou to "paint"
and "sculpt" terrain surfaces, even non-heightfields like caves
open-source project which focused on simulating artificial life, but
does so in an environment with terrain simulation features: flowing rivers,
water currents, cloud formation and rain, and reproducing plants that grow
in real time
built with Delphi and GLScene
apparently was active from 2002 to 2003, now dormant at version 1.0.1
Dreamlands
was at www.dreamlands.to (Tanzanite Software); apparently gone as of
2014
generates "a variety of heightmaps and texturemaps"
free for small output; $100 or more for large output
also generates lightmaps and normalmaps, and can produce spherical output
geometry
formats are .raw and .bmp, and .3ds for model otput
FreeWorld3D
(freeworld3d.org)
was $30 for Windows
create and edit heightfields up to 2048*2048, paint with textures, cast
shadows, place 3D models, distribute plants, procedural roads
import and export of heightfields is via "BMP, 8bit RAW, 16bit
RAW and 32bit RAW", or export to a number of 3D model formats (3DS,
OBJ, X, etc.)
strongly OpenGL-based
Gscape Real-time Procedural World Editor (2002-2004)
includes a GUI editing environment and a DLL which can be used by other
applications
both are free for non-commercial use
features include blending of surface textures, attractive water, procedural
and billboard vegetation that casts shadows, and sky colors by time of day
does not import or export any kind of data, so it is not meant for use
with actual terrain
the DLL does not provide direct access to the heightfield, so it is
not possible to work around the lack of an import feature
website at www.gscape.com vanished by 2004
MojoWorld (1990s - 2012)
Was $480
/ $200 academic, from Pandromeda, Inc., for Mac or Windows
generates beautiful artificial landscapes, at any level of detail from
whole planets to tiny details
interactively fly freely around a subsample of the landscape, then render
a full-detail image on demand
extra modules like MojoTree ($70) and MojoMove ($100) add features,
e.g. trees and animation
Volumetrics
was a a free experimental volumetric rendering engine, interfaced as a plugin
for MojoWorld
produced photorealistic, painted-like, and completely abstract images
of clouds and isosurfaces
TechNature
(http://www.tanzanite.to/)
a collection of rendering, math, and texturing functions that "grow"
3-D planets, and vegetation
claims "true reflections, realistic trees, zero distortion terrain
texture mapping"
$215 license for the source code
D3D-only
VistaPro4
the great-grandfather of non-realtime terrain rendering programs, from
the mid-1980s, which has gone through many different hands, although the
UI looks much the same as it did in 1990
Apparently still had a user base as of 2004. At one point in 2005, it
was $50 from a company called VendorNation.
Similar to Bryce, WCS etc. but less sophisticated and now very cheap
reads only single DEMs and image formats, capable of decent water surfaces
Voxel World
a small freeware terrain and volumetric atmosphere/cloud rendering program
by Dmytry Lavrov
did 3D light and 3D fog in near-realtime (software rendering)
the author explains: despite the name, "actually voxelworld doesn't
do any caves, only fog is voxel and landscape is just heightfield."