Only game engine on the market, which will support planet out of box will be Unigine, probably since release 2.9 (Q2 2019). So currently there is no need for such tool.
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Quote from: Stephen on January 24, 2014, 11:56:50 amOf course, if you said "this is a lot of work to do for each texture!" you'd be right. That's why this kind of functionality will become a simple built-in operation very soon.
Quote from: WFab on June 11, 2019, 04:16:01 am@Demostenes: I do my textures in world machine itself, using photo textures. I also sometimes mix em up in blender, when world machine ones look bad in ambient light. I'll link some examples here:
Procedurally placing textures in the close range is probably your best bet. Even at 8k, there's not enough detail to go closer than 300m.
Quote from: WFab on June 05, 2019, 09:33:54 pm@Demostenes Yeah it's working with the latest version. I use it for some rich previews internally.
Quote from: ilbiffi on March 08, 2016, 10:13:49 amQuote from: Demostenes on March 08, 2016, 10:08:49 am
There are already World generating tools with GPU support
Quote from: ronan.thibaudau on January 11, 2016, 10:27:16 am
Down the road will buy a 2TB 80core+ server.
Quote from: Remnant on May 11, 2015, 07:23:49 pm
The solution is simple however -- create an erosion device with a short duration, and use it to generate the maps -- then discard the terrain output, but use the resulting flow/sed maps.
Quote from: Maximum-Dev on April 16, 2015, 04:20:03 am
Since I can't see what's happening behind the erosion node, I was wondering how can I get flow and deposition maps of a terrain without running it through an erosion node?