R.A.M 3 is a newly rebuilt and extended version of R.A.M 2019 and R.A.M which has been on the market since middle 2014. The pack gives you the ability to create very advanced rivers and lakes, seas, waterfalls, and swamps with flow maps. It can create roads and paths as well. Carve terrain and textures on it, automatically under our splines.
Asset store link: https://assetstore.unity.com/packages/tools/terrain/r-a-m-3-river-auto-material-3-287456?aid=1011l7vcu
System parts:
River / Swamp / Road system
Save and read setup via profiles;
Water shaders generate a few cascade/waterfall types by the slope of the mesh;
You can split, and connect multiple times the river splines;
Connect rivers with lakes, and the sea via vertex alpha;
Noise the river or road spline by slope curve;
Speed up flow map via slope for realistic waterfalls;
Mix and change via mesh painter:
Height Painter: manage spline height via painter, generate cascades, or just bump spline in specific areas, etc;
Flowmap Painter: speed up or change river direction. Via direction, attraction, repulsion, or smudge (mouse move);
Vertex Color Painter: Add or remove small cascades, waterfalls, slow water, foam on water, or layers at swamps and roads. All effects that depend on vertex color could be managed by this tool;
Simulation tool: place one point and generate a river from that point. The system will analyze terrain and slopes to put the proper river direction;
You can change the shape of the mesh in cross-section per point or globally for spline. Good for roads or paths to accent the shape of the object;
Spline could be snapped to terrain or any 3d mesh;
Change verts distribution: increase their density per point, globally or for example move it into spline borders which is useful for asphalt roads;
Get normal direction from terrain or 3d mesh under the spline. Good for paths or lava;
Spline terrain functions: carve, paint it, remove foliage;
Spit spline into multiple meshes or splines;
Read, and export points and information into CSV;
Export mesh into unity asset;
Lake and Sea system
Save and read setup via profiles;
River shader generates a few cascade/waterfall types by the slope of the mesh;
Sea shader:
The system analyzes terrain, and colliders under the lake/sea, and gives information about its shape;
Sea shaders use terrain or colliders data to generate non-repetitive waves based on the shoreline;
Main waves move in wind direction (flow-map);
Polar waves accent the shoreline;
Silent areas hide main waves after objects, so waves will not appear after the island immediately, while polar waves still swash the shore.
Waves bump then crush and swash on the shoreline. (wave physically accurate).
Waves can be affected by object colliders;
Connect rivers with lakes, and the sea via vertex alpha;
Mix and change via mesh painter:
Height Painter: manage spline height via painter, generate cascades, or just bump the shape, etc.
Flow map Painter: speed up or change lake direction. Via direction, attraction, repulsion, or smudge (mouse move);
Vertex Color Painter: Add or remove small cascades, waterfalls, slow water, foam on water, or layers at swamps and roads. All effects that depend on vertex color could be managed by this tool;
Automatic flow-map generation based on lake shape:
Directional: useful for sea or huge lakes where the main speed is gained by wind;
Centra:l useful for lakes, it will push all objects into lake borders;
Simulation tool: place one point and generate a lake from that point. The system will analyze terrain and slopes to put the proper lake shape;
Lakes could be snapped to terrain or any 3d mesh. You can overlay the area by that trick with additional terrain texture;
Change verts distribution: increase their density;
Realtime CPU or GPU shape tesselation: useful for detailed or huge shapes. Generate a low-resolution lake or sea and it gets density only near to the camera;
Get normal direction from terrain or 3d mesh under the lake. Good for paths or lava;
Lake terrain functions: carve, paint it, remove foliage;
Spit lake into multiple meshes;
Read, and export points and information into CSV;
Export mesh into unity asset;
Waterfall system
Place a few points via spline and simulate/generate the waterfall from them;
Manage direction, water power, and bumps from collision;
You can overlay 3d objects with the physically