shown in other instead.
Generating Pipelines, Fences, Powerlines
Fences, pipes and other such objects are placed along line segments selected from vector data sources (*.shp files).
The basic workflow is as follows:
1. Preparing a Basic Object#
First, we create a basic object, that will be used as a building block for generation — any *.node file containing a single root-node with any hierarchy.
2. Adding a Vector Data Source and Specifying Filters#
3. Adding the Object and Specifying Parameters#
Now we must add basic objects created at the first step and bind them to the filters created at the second step.
On the Sources panel, click + Add Object.
In the drop-down, select the type of object you are going to generate according to the slot data. In our case it is Points. Click Import.
For each basic object specify the following parameters:
|Slot||The tag for the selected object from the list of created tags.|
|Node||The path to the basic object's *.node file.|
|Enabled||When toggled on, the objects of this type will be generated. When toggled off, the objects of this type are not generated and won't exist in the world containing the generated terrain.|
|Use as Fence||Toggling on this option allows creating a line of identical objects along the selected vector data.|
Autosizing for lengthy objects such as fences and pipes. If enabled, basic objects are stretched and placed with zero-spacing so that bounding boxes of the first and the last basic objects are aligned with start and end points of the line segment respectively.
Disabling this option makes the following parameters available:
Flag indicating if collisions for the generated object are to be detected.
Available only for the geometry type.
|Drop to ground||Flag indicating if the generated object will be aligned with the terrain surface.|
Distance from the terrain surface along the Z axis, in units.
If the generated object is partially under the ground, increase this value to lift it above the terrain surface.
|Bake to cluster||
Flag indicating if the generated objects will be baked to a Mesh Cluster.
The option is available only when the specified *.node file contains a Static Mesh.
Baking to a Mesh Cluster shouldn't be used for large areas because of the coordinates precision limitations.
|Forward axis||Axis along which the basic object is to be tiled: X, -X, Y, -Y.|
You can also place billboards along the line segments selected from vector data sources.
If a *.node file contains several billboards, only the settings of the first one will be used.
- At Step 2 select the vector data of the road along which the lights are to be placed.
At Step 3, when specifying parameters, you should do the following:
- Disable the Autosize option.
- Set the value for the Step parameter that determines the distance (in units) between the two adjacent lights (Billboards) placed along the road.
The extra parameter becomes available: Split Billboards length (km). This parameter allows you to control the number of Billboards objects that will be generated due to area splitting:
The maximum number of Billboards contained in a single Billboards object is limited to 8000. Thus, the number of generated Billboards objects is also affected by the Step value, that you specify, since a low value produces a large total number of Billboards. Although Billboards are performance-friendly, generating too many of them may reduce performance.
- Low values will increase the number of generated Billboards objects.
- High values will reduce this number.
4. Generating Objects#
Vector Objects as NodeReferences
Vector Objects as MeshCluster