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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。

Vegetation Parameters

Vegetation such as trees and grass can be generated via the Sandworm tool based on available landcover data added as a Mask.

An example of creating vegetation is provided here.

Parameters#

Vegetation Parameters

Object Name

The object name displayed in the Objects window and in the World Hierarchy. It can be edited either here (in the Parameters window), or in the Objects window by double-clicking the object you want to rename.

Mask

Mask used to distribute the specified vegetation node across the landscape. The drop-down list contains all added masks.

Node

Primary object used to generate vegetation: a group of trees or grass.

The following types of primary objects are supported:

The process of creating a primary object is described here.

Notice

Intersections should be enabled for any type of the primary object.

Split length (m)

Length of the subsegment for splitting mode, in units.

Splitting into subsegments is recommended to restrict the size of the generated area (Size X and Size Y of the generated Mesh Clutter to 10,000 m. Due to the nature of the mesh, there will be visual artifacts connected with the float precision, if a very big Mesh Clutter object is generated (with the side length of around 16,000 m and more). We recommend splitting such big objects to smaller ones.

Notice
Splitting a segment into too many subsegments (i. e. using very small values) affects the generation time and memory consumption.
Last update: 2022-10-10
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