This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Art Samples
Tutorials

Quality

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.

Output quality affects the final resolution of the terrain (and consequently the disk space required). The set of quality settings depends on the type of the output terrain object.

Object Landscape Terrain#

Export quality is from 1 to 100%. The percentage relates to the compression of the source data quality for the output. 100% quality means 0 compression. Reducing the quality value increases the compression: with 50% the original value will be halved, i.e. if you added the source elevation data with the size of 16k and set 50% export quality, the exported terrain will have a heightmap with 8k resolution.

This compression is applied to any raster data (imagery, elevation, and masks). Vector data are not affected.

Object Terrain Global#

The Sandworm tool defines the number of LODs, their visibility distances and densities automatically. You can change these settings individually for elevation, imagery, and details, if necessary. To modify LOD settings for the required data layer, disable the Automatic mode by unchecking the corresponding option.

In the manual mode you can modify the Density and Visibility Distance values by double-clicking on the corresponding cell and entering the required value.

Use the + (plus) button to add a LOD, or - (minus) to remove one.

Notice
In the manual mode, the LOD density should be specified more accurately, as this value determines the size of the tileset of the generated LOD: the higher the LOD density, the bigger the LOD tileset (the density is multiplied by 128 — the size of a single tile). Specifying high values may lead to visual artifacts at the edges of the terrain.
Last update: 2021-09-29
Build: ()