
Описание
Paint surfaces at runtime, and watch splats promote into replicated, procedural scatter through ISM, HISM, PCG, or FastGeo compute paths (GPU).
Intro
TerraInk turns gameplay events into persistent world modifications. A weapon hit, a creature's footprint, a corruption pulse: each becomes a splat on the surface, and that splat drives a multi-tier scatter pipeline. Authors define layers and tiers as data assets; the runtime handles dirty regions, replication, and backend selection. Call the painter interface from anywhere in your gameplay code, paint at runtime, ship in multiplayer. You decide how do you want to shape the world, from your brush to what to spawn: vfx, scatter meshes (ism/hism/fastgeo), decals or just go through the UV painting, all configurable and per channel (team or player).
Feature highlights
Runtime painting on world surfaces (RGBA primary layer plus secondary R8 channel, 5 layers total)
Four scatter backends: ISM, HISM, PCG, and FastGeo (UE 5.8+ compute path)
Built-in replication: networked splat data, server-authoritative, client-side prediction friendly
Data-asset workflow: define layers, scatter tiers, and density curves without touching code
Painter interface: call from any actor, subsystem, or gameplay system. No component required. An optional helper component is included for quick prototyping
Persistent state: splats survive across save/load and travel with the level
Region-aware updates: only dirty tiles re-scatter, keeping cost bounded
Blueprint and C++ API
Why TerraInk (vs. vertex painting or static decals)
Vertex paint is locked to mesh density. TerraInk paints into a texture layer, so resolution is independent of geometry
Decals don't drive procedural systems. TerraInk's splats are data; they feed PCG and FastGeo to grow real meshes
Built-in Modeling Mode painting is editor-only. TerraInk is a runtime system designed for shipped gameplay
Built for:
Territory and control mechanics (RTS, MOBA, extraction)
Infestation, corruption, growth simulations
Biome painting and dynamic environments
Scorch marks, blood, snow, mud: anything that needs to become something else
Persistent worlds and survival games
Technical
UE 5.6, 5.7, 5.8 supported
Core runtime and HISM scatter: 5.6+
FastGeo compute construction path: 5.8+
C++ and Blueprint API
Integration: painter interface, callable from any context
Replication: networked splat layer and replicated scatter state
Memory: configurable per-layer resolution; calculator in the validator
Documentation
Full API reference, shader breakdown, replication model, and memory calculator at
What's included
Plugin source (Personal and Professional)
Sample data assets (mats, texs)
Optional painter helper component for quick setup
Documentation:
https://terraink.xixgames.com/
Demos, Vids & Projects:
Lyra Game with TerraInk applied for UE 5.8:
Videos: [Lyra Video] [Instancing Video]
First Person Template for UE 5.6:
Videos: [Demo Video][Project Video]






