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植被参数

Vegetation such as trees and grass can be generated via the Sandworm tool based on available landcover data added as a Mask.可以通过Sandworm工具根据添加为Mask的可用土地覆盖数据生成树和草等植被。

An example of creating vegetation is provided here.这里提供了一个创建植被的示例。

Parameters
参数#

植被参数

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.Objects窗口和世界层次结构中显示的对象名称。可以在这里(在Parameters窗口中)编辑它,也可以在Objects窗口中双击要重命名的对象。

Mask

Mask used to distribute the specified vegetation node across the landscape. The drop-down list contains all added masks.掩码用于在整个景观中分布指定的植被节点。下拉列表中包含所有已添加的掩码。

Node

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

The following types of primary objects are supported:支持以下类型的主对象:

The process of creating a primary object is described here.这里描述了创建主对象的过程。

注意

Intersections should be enabled for any type of the primary object.十字路口应该支持任何类型的主要对象。

Split length (m)

Length of the subsegment for splitting mode, in units.用于分裂模式的子段的长度,以单位表示。

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. 建议将生成的区域(生成 Mesh Clutter Size X 和 Size Y)到1万米。由于网格的性质,如果生成非常大的 Mesh Clutter 对象,则会出现与浮动精度相关的视觉伪影( 边长约1,6万米及以上)。我们建议将此类大物体分割成较小的物体。

注意
Splitting a segment into too many subsegments (i. e. using very small values) affects the generation time and memory consumption.将一个段分割成太多的子段(即使用非常小的值)会影响生成时间和内存消耗。
最新更新: 2024-12-13
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