This page has been translated automatically.
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
Setting Up Development Environment
Usage Examples
C++
C#
UUSL (Unified UNIGINE Shader Language)
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
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

grass_03

Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScipt (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.

This article describes the data/samples/objects/grass_03.cpp sample.

The grass_03 sample demonstrates how to place the grass on the terrain according to a mesh mask, namely:

  • Load the terrain
  • Add the grass to the editor and make it a child node of the terrain
    Notice
    It is also required to enable intersection with parent objects to make the grass grow upon the terrain.
  • Set a transformation matrix and assign a material to make the grass visible in the scene
  • Specify the required options: maximum visible and fade distances, width and height, step for cells used to render grass, density factor, etc.
  • Set the mesh-based mask to specify the areas where the grass should grow

Grass placed upon the terrain according to the mesh-based mask

Notice
In this sample, the samples/objects/meshes/grass_01.mesh planar mesh is used as the mask.

See Also#

  • Article on Grass to learn more about this object
  • Functions of the ObjectGrass class
Last update: 2020-07-31
Build: ()