Free procedural terrain generator for Unity with graph workflow, hand placed local biomes, natural simulations, Unity Terrain and Polaris Terrain support, and commercial use.OVERVIEWVista Personal is a free procedural terrain generator for Unity built for fast terrain production, graph driven iteration, and practical world building.Its key difference is local biome control. Instead of leaving biome distribution entirely to abstract rules, Vista Personal lets you place multiple biomes by hand in the scene, overlap them, and blend them smoothly in the final result. That gives you procedural speed without losing artistic control over scene layout.Use Vista Personal to create procedural terrain, terrain textures, vegetation, masks, and biome driven terrain data from one graph. It is the core Vista workflow in a free edition, with commercial use, unlimited biomes, natural simulations, and support for both Unity Terrain and Polaris Terrain.Vista Personal is not a brush first terrain editor. It is a graph based procedural terrain generator that works best when it handles the base terrain generation step in your project.If you want a free procedural terrain generator with local biomes, natural simulations, hex map support, and graph based terrain authoring, Vista Personal is the entry point.WHY VISTA PERSONALVista Personal starts with a non destructive idea: you define terrain rules in a graph, then generate the result from that graph instead of shaping every part by hand from the start.That matters because starting from a blank terrain with brushes and stamps can take a lot of time before the land starts to feel believable. It gets more painful when the scene layout changes and the terrain has to be reshaped again.Vista Personal helps you build that first believable terrain state faster by turning terrain design into a rule driven process. It fits best as the first iteration tool in the terrain pipeline, where procedural generation comes first and manual fine tuning with other tools comes later.WORKFLOWVista Personal follows a graph based workflow that is non linear, non destructive, parametric, and local.You combine nodes in any order to define the terrain, then output height, textures, vegetation, masks, and other terrain data from the graph. You control the result by adjusting simple parameters, seeds, and exposed values instead of remaking the whole terrain by hand.Local biomes are the key part of that workflow. You can place multiple biomes by hand directly in the scene, shape the layout with intention, let them overlap, and have them blend smoothly in the final result. This keeps the procedural terrain workflow connected to artistic control and story driven scene layout instead of leaving biome distribution entirely to abstract rules.When the terrain direction changes, you update the graph, tune the parameters, or move the biomes and generate again.FEATURE SUMMARYBuild terrain logic in a graph instead of stacking one off edits.Generate height, textures, trees, details, masks, and biome driven data from a single procedural terrain workflow.Shape more believable landforms with natural simulations such as erosion, water flow, landslide, snow, and crack.Direct the scene with hand placed local biomes, multi terrain generation, and hex map support.Work with both Unity Terrain and Polaris Terrain as first class terrain systems in the same workflow.Get the core Vista workflow in a free edition with commercial use and unlimited biomes.GROW WITH VISTAVista Personal is built to give you the core Vista workflow for real projects, not just a stripped down demo.If you later need more advanced production features, Vista Indie expands the workflow with hand painting, productivity tools, MicroSplat integration, and nav baking utilities, while Vista Pro is the full edition for spline driven workflows, real world data, and exposed graph controls.COMMUNITYWebsite | Facebook | Twitter (X) | YouTube | ContactNOTESome art assets in the videos/screenshots are NOT included in this package.FEATURESGraph editor: Build procedural terrain logic with nodes and output height, color, vegetation, and masks from one graph.Terrain authoring: Handle terraforming, texturing, tree placement, detail placement, and masking in one procedural terrain generator.Local biomes: Place biome regions in the scene by hand, overlap them, and blend them with direct layout control.Multi terrain: Fill data across multiple terrains without seams.Hex map workflow: Create hex based terrain layouts with biome support.Natural simulations: Use terrain shaping nodes such as erosion, landslide, snow fall, water flow, crack, and related effects.EDITION SCOPEFree edition with commercial useUnlimited biomesMax output resolution: 512Does not include hand paintingDoes not include productivity boost featuresDoes not include MicroSplat integrationDoes not include nav baking utilitiesDoes not include splines, real world data, or expose propertyREQUIREMENTSUnity 2021.3 LTS and up.Compute shaders support. The asset is heavily built upon compute shaders and compute buffers. This is supported on most machines if you use the asset in the editor only. TESTED ONWindows machine running on DX12, DX11 & Vulkan.Mac machine running on Metal.COMPATIBILITYPolaris: Output generated data to low poly terrain.PACKAGE DEPENDENCYThe following packages are required for the tool to work:Searcher (com.unity.searcher)Editor Coroutines (com.unity.editorcoroutines)Mathematics (com.unity.mathematics)These packages will be added to your project automatically. If not, please check the Package Manager.DOCUMENTATIONManual




