This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
UnigineEditor
界面概述
资产工作流程
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
Sandworm
使用编辑器工具执行特定任务
Extending Editor Functionality
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
Content Optimization
Materials
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Landscape

The section contains settings that control rendering of Landscape Terrain.本节包含控制Landscape Terrain呈现的设置。

Landscape rendering settings

Landscape Terrain rendering settingsLandscape Terrain渲染设置

All the settings are also available via Console.还可以通过控制台使用所有设置。

GeometryGeometry#

Mask Dithering Dither amount multiplier (in the [0.0f; 1.0f] range) used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set per-detail. This is a global multiplier for dithering values set for each detail mask.抖动量乘数(在[0.0f; 1.0f]范围内),用于渲染Landscape Terrain的详细信息。如果为每个细节设置的Mask Contrast值增加,则抖动可以减少图形伪像。这是对每个细节蒙版设置的值进行抖动的全局乘数。
Holes Toggles rendering of decal-based terrain holes on and off.启用和禁用基于贴花的地形洞的渲染。
Geometry Progression Progression of the Landscape Terrain geometry tessellation in the [0,50] range.

Landscape Terrain几何细分在[0,50]范围内的进度。

Geometry Fade Lods Intensity of fading between levels of geometry tessellation in the [0,1] range.

[0,1]范围内的几何细分水平之间的衰落强度。

Geometry Subpixel Reduction Minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport in the [0,50] range. If the ratio calculated for the polygon is less than this value, such polygon will be removed.

多边形大小(在屏幕空间中)与在视口中看到的区域大小(在[0,50]范围内)的最小比率。如果为多边形计算的比率小于此值,则将删除该多边形。

Geometry Polygon Size Size of Landscape Terrain polygons in the [0.0001,1000.0] range, in units. The value defines the maximum allowed density of Landscape Terrain geometry.

Landscape Terrain多边形的大小(单位为[0.0001,1000.0])。该值定义Landscape Terrain几何的最大允许密度。

Visibility Distance Visibility distance of the Landscape Terrain in units.Landscape Terrain的可见距离,以单位为单位。

StreamingStreaming#

Texture Memory Size Size of the Landscape Terrain render textures (albedo, normal and height). The value varies in the [0, 1] range:
  • 03072×3072 pixels (~200 MB of VRAM).
  • 116384×16384 pixels (~3.1GB of VRAM).
大小Landscape Terrain渲染纹理(反照率,法线和高度)。该值在[0, 1]范围内变化:
  • 03072×3072 像素 (~200 MB VRAM).
  • 116384×16384 像素 (~3.1GB VRAM).
Detail Level By Angle Detail level reduction depending on the inclination of polygons relative to viewing direction. The value varies in the [0, 1] range:
  • 1 — pixel-to-pixel quality.1 — pixel-to-pixel quality.
  • lower values decrease quality and can be used to reduce streaming load and memory consumption.lower values decrease quality and can be used to reduce streaming load and memory consumption.

1 — pixel-to-pixel quality.lower values decrease quality and can be used to reduce streaming load and memory consumption.
多边形的细节纹理的纹理像素的MIP级别偏移,这些多边形以低角度转向相机。该值在[0, 1]范围内变化:
  • lower values decrease quality and can be used to reduce streaming load and memory consumption.0-使用最低的MIP级别。
  • 1 — pixel-to-pixel quality.1-使用最高的MIP级别。

Tiles Update Per Frame Number of Landscape Terrain tiles checked to be updated per frame in the [1,256] range.[1,256]范围内传输时每帧加载的Landscape Terrain瓦片的数量。
Tiles Load Per Frame Number of Landscape Terrain tiles loaded per frame when streamed in the [1,64] range.[1,64]范围内传输时每帧加载的Landscape Terrain瓦片的数量。
Tiles Reload Per Frame Number of tiles reloaded per frame after the surface of the Landscape Terrain is modified in the [1,64] range.[1,64]范围内修改Landscape Terrain的表面后,每帧重新加载的瓦片数。
Detail Albedo Texture Resolution Resolution of detail albedo textures of the Landscape Terrain. The following values are available:
  • 64×64
  • 128×128
  • 256×256
  • 512×512
  • 1024×1024
  • 2048×2048
  • 4096×4096
  • 8192×8192
  • 16384×16384
细节反照率纹理的解析Landscape Terrain。可以使用以下值:
  • 64×64
  • 128×128
  • 256×256
  • 512×512
  • 1024×1024
  • 2048×2048
  • 4096×4096
  • 8192×8192
  • 16384×16384
Detail Height Texture Resolution Resolution of detail height textures of the Landscape Terrain. The following values are available:
  • 64×64
  • 128×128
  • 256×256
  • 512×512
  • 1024×1024
  • 2048×2048
  • 4096×4096
  • 8192×8192
  • 16384×16384
细节高度纹理的分辨率Landscape Terrain。可以使用以下值:
  • 64×64
  • 128×128
  • 256×256
  • 512×512
  • 1024×1024
  • 2048×2048
  • 4096×4096
  • 8192×8192
  • 16384×16384
Detail Additional Mask Texture Resolution Resolution of detail additional mask textures of the Landscape Terrain. The following values are available:
  • 64×64
  • 128×128
  • 256×256
  • 512×512
  • 1024×1024
  • 2048×2048
  • 4096×4096
  • 8192×8192
  • 16384×16384
细节分辨率的附加蒙版纹理Landscape Terrain。可以使用以下值:
  • 64×64
  • 128×128
  • 256×256
  • 512×512
  • 1024×1024
  • 2048×2048
  • 4096×4096
  • 8192×8192
  • 16384×16384
Texel Size Texel size of the Landscape Terrain render textures in the [0.0001,1.0] range, in units. The value defines the maximum allowed level of detail for the albedo, normal and height textures of the Landscape Terrain.

“地形地形”的Texel大小以[0.0001,1.0]范围为单位渲染纹理。该值定义了“景观地形”的反照率,法线和高度分量的最大允许细节级别。

Target Resolution Target resolution for the Landscape Terrain in pixels.景观地形的目标分辨率,以像素为单位。
Texture Filtering Filtering mode between adjacent mip-levels of the render textures. The following values are available:
  • Low — use the lower mip-levelLow — use the lower mip-level
  • Medium — use the higher mip-levelMedium — use the higher mip-level
  • High — linearly interpolate between adjacent mip-levelsHigh — linearly interpolate between adjacent mip-levels
Low — use the lower mip-levelMedium — use the higher mip-levelHigh — linearly interpolate between adjacent mip-levels
渲染纹理的相邻MIP级别之间的过滤模式。提供以下值:
  • Low — use the lower mip-levelLow-使用较低的MIP级别
  • Medium — use the higher mip-levelMedium-使用较高的MIP级别
  • High — linearly interpolate between adjacent mip-levelsHigh —在相邻的MIP级别之间线性内插

CullingCulling#

Culling Aggressive Toggles optimization of frustum culling on and off. When enabled, the number of culled polygons increases thereby increasing performance. If you have some issues with polygons rendering, try to disable the option (however, note that performance may drop).切换“平截头体剔除”的最佳化。启用后,剔除多边形的数量将增加,从而提高性能。如果多边形渲染存在一些问题,请尝试禁用该选项(但是,请注意性能可能会下降)。
Culling Frustum Padding Frustum padding value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.视锥填充值,通过该值可以增加当前视锥的边界。对尺寸增大的视锥执行视锥剔除。通过1的最大值,视锥体的边界将增加当前视锥体的大小。
Culling Back Face Threshold of backface culling. The value is the multiplier for the angle between the tessellation patch normal and the camera's view direction and used for culling the tessellation patches that are turned to the camera by their back faces. The higher the value, the less the angle between the patch normal and the camera's direction is required for culling this patch.背面剔除的阈值。该值是曲面细分贴图法线与摄影机的视线方向之间的角度的乘数,用于剔除曲面细分贴片(通过其背面转向相机)。值越高,则挑选出该补丁时所需的补丁法线与相机方向之间的角度就越小。
Culling Oblique Frustum Multiplier for culling of tessellation patches beyond the oblique frustum plane. The higher the value, the more patches will be culled.剔除斜截锥体平面以外的镶嵌细分的乘数。值越高,将剔除更多的补丁。

CacheCache#

CPU Cache Size Limit of CPU cache in percentage of the total memory.以总内存百分比表示的CPU缓存限制。
GPU Cache Size Limit of cache memory in percentage of the total GPU memory.高速缓存的限制,占总GPU内存的百分比。
GPU Cache Life Time GPU cache lifetime in frames.GPU缓存的生命周期(以帧为单位)。
最新更新: 2021-04-29
Build: ()