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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 This version of documentation is OUTDATED, as it describes an older SDK version!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

    Landscape Terrain is recommended for ground operations (especially with scopes/binoculars required or where runtime modification is a must) or projects where extreme level of details is required (including helicopter simulation).

  •   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. It is recommended for large-scale flight simulation purposes (especially fixed wing) on georeferenced scenarios. 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: 2021-04-29
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