Content Creation
This section contains an overview of all types of assets required for a virtual world in order they appear in our suggested content pipeline. Each chapter covers one topic and consists of requirements, guidelines, and advice regarding that topic.
Articles in This Section
- Materials
- Hierarchy and Inheritance
- Unigine Material Library
- billboard_base
- billboards_base
- billboards_cloud_base
- decal_base
- decal_deferred_base
- decal_terrain_base
- grass_base
- grass_impostor_base
- gui_base
- mesh_base
- mesh_chain_base
- mesh_layer_base
- mesh_leaf_base
- mesh_lut_base
- mesh_noise_base
- mesh_overlap_base
- mesh_paint_base
- mesh_stem_base
- mesh_terrain_base
- mesh_tessellation_base
- mesh_tessellation_paint_base
- mesh_triplanar_base
- mesh_wire_base
- particles_base
- render_composite
- sky_base
- terrain_base
- volume_cloud_base
- volume_fog_base
- volume_light_base
- volume_omni_base
- volume_proj_base
- volume_shaft_base
- water_base
- Postprocess Materials
- Custom Materials
- Tutorials
- Adding Object into a New World
- Adding Animated Object into the Loaded World
- Adding Scripts to the Project
- Setting Up Object LODs
- Adding Lighting, Sky and Clouds
- Adding Water
- Adding Terrain
- Creating a Reflective and Refractive Glass
- Adding Grass
- Adding Impostors to Clutters
- Adding Vegetation: Creating a Tree
- Adding Vegetation: Random Scattering of Objects
- Using Tessellation
- Adding Physics for Object
Last update: 2017-07-03
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