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
设置和首选项
项目开发
调整节点参数
Setting Up Materials
Setting Up Properties
照明
Landscape Tool
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
Light Sources
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

Generating the Terrain and Objects

Warning
The functionality described in this article is not available in the Community SDK edition.
You should upgrade to Engineering / Sim SDK edition to use it.

Generation#

Sandworm stores the paths to all data sources as well as all generation parameters in an asset. So, after setting up all output parameters, save the Sandworm project by choosing File -> Save, or File -> Save As and specifying the name and path for your asset.

The generation-related settings are available in the following window:

The button is used to clean the cache folder.

You can modify the output path for the generated terrain data and for cache.

Notice
Object Landscape Terrain data shall be stored within the File System of your project (in the /data folder or on a mount), otherwise the terrain won't be generated.

If any parameters required for generation have not been set, they are highlighted red and clickable. Clicking on the highlighted words opens the corresponding output settings for adjustment.

To generate the terrain, define the required output settings and click the Generate button.

As a result of the terrain generation, Sandworm creates the hierarchy of nodes that can be seen in the World Nodes window. The scope of nodes depends on the Format selected in the Output settings:

  • ObjectLandscapeTerrain
  • LandscapeLayerMap object with the layer name for every created layer
  • BoundsNodeDummy objects marking the Export Area limits (you can use them to quickly move the camera to the corresponding point in the world)
  • Sandworm Camera — the camera placed above the center point of the terrain. Switch the camera to immediately display the created terrain in the Editor Viewport.
  • Other nodes depending on the added source data

Regeneration#

The process of generating a terrain after introducing updates depends on the selected output format.

Object Landscape Terrain#

Regeneration of Object Landscape Terrain is performed by clicking the Generate button after introducing any changes. The generation process will take less time, as the data is stored in cache.

Notice
All manual changes of the terrain (done via UnigineEditor) will be lost.

Object Terrain Global#

Regeneration of Object Terrain Global can be done for selected data layers.

Thus, only the selected data layers will be regenerated without any changes in other layers, which is useful when some layers have been manually edited using brushes, and you don't want to regenerate them.

Last update: 2021-04-09