Vista Pro - Procedural Terrain Generator

OVERVIEW

Vista Pro is a procedural terrain generator for Unity built for fast terrain production, graph driven iteration, and ambitious world building.


Its key difference is local biome control. Instead of leaving biome distribution entirely to abstract rules, Vista Pro 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 Pro to create procedural terrain, terrain textures, vegetation, masks, and biome driven terrain data from one graph. A single graph can drive terrain shape, texturing, biome blending, and natural simulations across one terrain or multiple terrains.


Vista Pro 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 procedural terrain generator with local biomes, natural simulations, spline support, real world data workflows, and runtime generation, Vista Pro is the choice.


WHY VISTA PRO

Vista Pro 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 Pro 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.


WORKFLOW

Vista Pro 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 SUMMARY

  • Build 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.
  • Extend the workflow with hand painting, graph productivity tools, MicroSplat integration, nav mesh utilities, splines, real world data, expose property, and runtime generation.

EDITIONS

This asset is currently distributed with 3 editions: Personal, Indie and Pro.

See comparison.


COMMUNITY

Website | Facebook | Twitter (X) | YouTube | Contact


SPECIAL OFFER

Better price when getting Vista Pro & Polaris 3 together with this bundle.


NOTE

Some art assets in the videos/screenshots are NOT included in this package.


RESOURCES

Vista vs Polaris: which one do I need?