| id |
terrain3d |
| name |
Terrain3D |
| url |
https://github.com/TokisanGames/Terrain3D |
| publisher |
TokisanGames |
| category |
tools |
| subcategories |
|
| license |
MIT |
| license_spdx |
MIT |
| commercial |
true |
| attribution_required |
false |
| formats |
godot-addon |
gdextension |
EXR |
R16 |
PNG |
|
| tags |
godot |
godot-4 |
terrain |
heightmap |
clipmap |
gdextension |
|
| added |
2026-08-24 |
| verified |
2026-08-24 |
| status |
active |
Clipmap terrain system for Godot 4, built as a C++ GDExtension. This is the piece the catalog was missing between raw elevation data and a playable world: it imports 16-bit heightmaps, paints up to 32 texture layers with a detiling and triplanar option, and handles the LOD and collision generation that a MeshInstance-based terrain cannot at scale. Pairs directly with the DEM sources already catalogued.
- Imports R16, EXR, and PNG heightmaps; R16 is the format most DEM tools export cleanly, and 16-bit is required to avoid terracing
- Regions are 1024x1024 by default and sparse, so a large world costs memory only where regions actually exist
- Collision is generated for a moving area around the camera rather than the whole terrain; raise the collision radius before doing long-distance raycasts or navmesh baking
- GDExtension binaries are per-platform and per-Godot-version; a Godot minor version bump usually needs a matching Terrain3D release
- Texture arrays require all albedo and normal maps at identical resolution and format, so batch-convert an AmbientCG or Poly Haven set before assigning slots
LICENSE.txt in the repository, main branch (2026-08-24): "MIT License Copyright (c) 2023-2026 Cory Petkovsek, Roope Palmroos, and Contributors."
- Same file (2026-08-24): "to deal in the Software without restriction"