Facet is a low poly and blocky / voxel Terrain generator and editor (Scene and Runtime). It comes with Spawners, Splines, Water and a Skybox with Day, Night, Cloudy and Sunset mode. Convert Unity Terrain to Facet in Seconds
(Walk trough generated Terrain and edit in a Runtime example)
Tutorials:
WHAT YOU GET
WHY IT LOOKS BETTER
Facet builds terrain from real meshes, not a height map with a shading trick. Every triangle owns its vertices, so the hard edges are in the geometry itself. Shadows, lightmaps and prop alignment all follow automatically, and you can export the result.
Colour lives per quad and comes from a palette, which is why grass meets rock in a crisp jagged line instead of a soft blend. One Terrain only takes one Material.
THE THREE LOOKS
SPLINES THAT CLEAN UP AFTER THEMSELVES
A river carves through hills without filling the valleys it crosses. A road clears the trees standing in its way and settles the survivors onto its new banks in one action.
Every stamp stores the ground it replaced, so you can take a road back out weeks later with one button.
THE CONVERTER
Heights transfer exactly. Trees carry over with their positions, rotations and scales as editable scatter layers.
The old terrains colours are the interesting part. A splat map blends several layers at every point while a facet holds one flat colour, so the converter shows you the decision instead of guessing: a table of every source layer with the colour it becomes, all of it overridable. Your source terrain is disabled rather than deleted, so you can compare and go back.
EVERYTHING IN ONE WINDOW
Create a terrain, convert one, lay splines, set up scatter, generate props, apply sky and water, add runtime editing, find the docs. Your first terrain is a three-step wizard that will not let you skip a step.
REQUIREMENTS
GOOD TO KNOW
Height field based, so no caves or overhangs. Splines shape the terrain rather than generating road meshes or bridges. Runtime sculpting has no built-in undo history. Colour transitions are scattered rather than blended, by design.