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UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Programming
Fundamentals
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UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
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Rebuilding the Engine Tools
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Math Functionality
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Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Terrain

Unigine provides realistic terrain which can be designed and created manually or procedurally generated on the basis of geospatial data.

In Unigine, terrain is implemented as 2 types of objects:

  •   Landscape Terrain that allows reconstructing practically any arbitrary landscape with diverse features:
    • Virtually infinite terrain surface
    • Extreme details up to 1 mm per pixel
    • Adaptive hardware tessellation with displacement mapping
    • Dynamic modification at run time - craters, funnels, trenches
    • Simple and clear API
    • Up to 1024 detail materials
    • Layers system with flexible blending rules
    • Binoculars/scopes support (x20 / down to 1-degree FOV)
    • Optimized rendering and physics performance
    • Support for simultaneous editing by a team of 3D artists
    • Decal-based holes
  •   Global Terrain is a virtually limitless terrain representing a certain fragment of Earth's surface generated on the basis of ordinary raster images and/or GIS data. Appearance of the global terrain object is determined by the accuracy and availability of source data. Features:
    • Limitless terrain which can cover the whole Earth's surface.
    • Plain or hilly relief based on imported height maps.
    • Realistic surface coverings (grass, rocks, dirt) created by means of Terrain Global Details.
    • Landcover masks used for Details and Vegetation.
    • Decal-based holes.
    • Physical interaction with scene objects.
Last update: 2020-04-10
Build: ()