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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。

Terrain

Unigine provides realistic terrain which can be designed and created manually or procedurally generated on the basis of geospatial data.

In Unigine, terrain is implemented as 2 types of objects:

  •   Landscape Terrain that allows reconstructing practically any arbitrary landscape with diverse features:
    • Virtually infinite terrain surface
    • Extreme details up to 1 mm per pixel
    • Adaptive hardware tessellation with displacement mapping
    • Dynamic modification at run time - craters, funnels, trenches
    • Simple and clear API
    • Up to 1024 detail materials
    • Layers system with flexible blending rules
    • Binoculars/scopes support (x20 / down to 1-degree FOV)
    • Optimized rendering and physics performance
    • Support for simultaneous editing by a team of 3D artists
    • Decal-based holes
  •   Global Terrain is a virtually limitless terrain representing a certain fragment of Earth's surface generated on the basis of ordinary raster images and/or GIS data. Appearance of the global terrain object is determined by the accuracy and availability of source data. Features:
    • Limitless terrain which can cover the whole Earth's surface.
    • Plain or hilly relief based on imported height maps.
    • Realistic surface coverings (grass, rocks, dirt) created by means of Terrain Global Details.
    • Landcover masks used for Details and Vegetation.
    • Decal-based holes.
    • Physical interaction with scene objects.
Last update: 2021-04-09
Build: ()