Grome 3.1
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Latest comments
by Jamie Gibson
7 hours ago

Hi Elliott, This is a great breakdown and very generous in sharing your process and insights, you came a long way from the vending machine days!

Are you planning on releasing the UE4 project to the public? Or only builds? I'd love to play around with it in the editor if possible!

by mr. Awesome
12 hours ago

Fucking AWESOME!

Grome 3.1
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A new Grome book is available from Packt Publishing, author Richard A. Hawley:
Grome Terrain Modeling with Ogre3D, UDK and Unity3D. This is a great introduction to Grome modeling that also deals practical editing details and with integration of the scene data into well known engines: Unity3D, Unreal (UDK) and Ogre3D.

Scene Management

© Qvad Software, 2015

Large landscapes made of multiple zones with any size, in any direction and with different resolutions. Snap tools used to create neighbor zones with automatic border stitching even for different resolutions.

Real-time rendering using industry standard OpenGL API.
Optimized scene management for massive working data. Special editing terrain LOD. Multiple selection modes. Custom swap system that allows to selectively discard portions of scene from memory.

Layers Operations

© Qvad Software, 2015

Entire terrain data is organized per layers. Novel layered system that facilitates operations on multiple zones at once while still allows individual zone settings.

Multiple layers of heightmaps that can be used to separately operate on distinct terrain geometrical features. Unlimited layers of textures with various shading settings to add realistic color details. Arbitrary oriented texture mapping that can be used to map textures vertically, horizontally or with any rotation on terrain slopes.

Multiple selection layers that can restrict terrain geometry operations only to desired areas.

Terrain Creation

© Qvad Software, 2015

Procedural creation of geometry using fractal algorithms and natural erosion. Control parameters like application zone, density and scaling.

Procedurally create textures based on terrain features like altitude, slope and orientation. Create realistic shadows with shadowmap generation.

Procedurally or manually create selection layers based on terrain geometry. Have local control using brushes with custom masks, orientation, sizes and strength.

Advanced Objects Management

© Qvad Software, 2015

Visually create single instances or use the object brush to spawn multiple objects at once. Control spawning area density, size, orientation, altitude and depth. Use numeric inputs or visual gizmos to transform single or multiple instances.

Control linking properties between instances and terrain. Make instances follow terrain orientation, snap to terrain while transforming and react to terrain modifications.

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