A GPU-powered terrain editor and renderer for Godot 3, featuring clipmap LOD, PBR materials, and real-time sculpting.
Cartographer is a GPU-powered terrain editor and renderer addon for Godot 3. It enables real-time sculpting, painting, and rendering of terrains with PBR materials, physics collision, and dynamic lighting directly within the Godot editor. It solves the problem of needing external tools for high-quality terrain creation in Godot projects.
Godot 3 developers and game designers creating 3D games or simulations requiring detailed, performant terrains with real-time editing capabilities.
Developers choose Cartographer for its deep Godot integration, GPU-accelerated performance, and comprehensive feature set—including a custom texture array pipeline that addresses Godot's native instability, making terrain workflow more reliable and efficient.
A GPU powered Terrain editor and renderer for Godot Engine
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Uses GPU clipmap LOD for real-time terrain rendering from 32 to 1024 units, enabling smooth editing and high detail without external software.
Supports 16-layer weightmaps with GPU painting, triplanar mapping, and full PBR workflows, allowing for detailed, physically-based material creation directly in the editor.
Includes custom .texarr resource saver and JSON-based importer to bypass Godot's buggy native texture arrays, ensuring reliable and performant texture array handling.
Automatically generates heightmap collision shapes and uses GPU ray picking for accurate editing, making terrains game-ready with minimal extra steps.
Missing essential editing tools like smooth, sharpen, and level, as well as no undo/redo support, hindering precise terrain design and error recovery.
Requires enabling singletons, saving textures to external files, and configuring JSON for texture arrays, adding significant initial learning and setup time.
Features like masked weight blending are experimental, and brush properties such as rotation and jitter are not implemented, limiting advanced customization and reliability.