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What’s New in Vista 3.1: Rebuilt Multi-Layer Biome Blending, Diagnostic Tool, and Graph Execution Cache
Vista 3.1 improves the core terrain workflow for projects that use multiple biomes. This update rebuilds multi-biome blending, adds Vista Debugger for inspecting the full generation path, and introduces graph execution caching for supported expensive operations.
Tâm Trần Ngọc
Apr 235 min read


How to Color Low Poly Terrain with Gradients and Curves
Learn how to color low poly terrain using a slope gradient, a height gradient, and a blend curve -- a broadly reusable method that works across terrain shaders. The article explains the visual logic behind each parameter, includes a pseudocode walkthrough, and shows the technique applied in Polaris for Unity. Includes the height range pitfall that silently breaks gradient results, and guidance on when manual painting should take over.
Tâm Trần Ngọc
Apr 15 min read


Your Vista Graph Still Works. The Editing Is Just Getting Heavy.
Vista Personal gives you the full graph workflow. It does not include the graph editing utilities that make a large graph fast to work with. Here is what those utilities do, and whether Indie or Pro is the right upgrade.
Tâm Trần Ngọc
Mar 214 min read


Vista vs Polaris: Which One Do I Need?
Pinwheel Studio makes two terrain tools, and if you have seen both on the Asset Store you have probably wondered which one you actually need. Polaris is a sculpting and painting tool, you build terrain by hand. Vista is a procedural generator, you set up a node graph and let it generate. They are different workflows, not competing products, and they are designed to work together.
Tâm Trần Ngọc
Mar 163 min read


Local Biomes vs Rule Based Biomes in Unity Procedural Terrain Generation
Local biomes and rule based biomes solve different terrain problems in Unity. This guide explains when you want automatic biome distribution, when you need direct biome placement, and why that workflow difference matters in production.
Tâm Trần Ngọc
Mar 136 min read


Vista vs MapMagic for Unity Terrain: A Comparison of best terrain tools for Procedural Workflows
If you are comparing best terrain tools Unity or procedural terrain tools Unity, this guide breaks down Vista vs MapMagic by workflow fit: infinite terrain, biome control style, extension path, and long term production use.
Tâm Trần Ngọc
Mar 95 min read


Why I Ended Up Building a Mesh Terrain Instead of Using Unity Terrain
I started a low poly game assuming Unity Terrain would be the obvious choice. It wasn’t until I tried to make the faceted look work on mobile that the cracks started to show. This post walks through the reasoning that led me to switch to a mesh-based approach instead.
Tâm Trần Ngọc
Feb 22 min read
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