This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
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
Materials and Shaders
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
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Generating Detail Masks

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.

Detail masks are generated on the basis of landcover data available.

The basic workflow is shown in the dedicated video tutorial.

1. Adding a Landcover Data Source and Specifying Tags#

First we should add a new landcover data source to be used for generation. If necessary landcover data source is already added, you may skip to step 3.

  1. Open the Landscape Tool window, for this purpose on the Menu bar, click Windows -> Landscape.

  2. In the Sources panel, add necessary landcover data sources (see Specifying Data Sources section).

    Notice
    R8/16/32f and RGBA8/16/32f mask textures are supported.
  3. Select each landcover data source from the ones you added in the Sources panel and specify parameters in the Parameters panel. Depending on the type of the source data (the geo-referenced or the source tileset one), the set of parameters differs. The parameters of the source with no geodata are the same as for the elevation data sources (except Tileset Elevation Settings).

    Parameters of Source With No Geodata
    Geo-Referenced Source Parameters

    Very often landcover data sources have insufficient density, which results in squared borders of grass-covered areas, etc. You can use data from vector sources to generate landcover objects and detail masks. Just rasterize a vector source to a landcover with any density you need and use it as usually. This feature is available via the Create landcover mask button in the Parameters window, when a desired vector data source is selected. In the window that opens you can specify vector tags to filter data for each target channel (up to 4 channels are supported).

  4. Add tags for each type of detail mask you are going to generate by clicking Add button at the bottom of the Parameters panel and specifying a tag name. To remove a tag use Remove button.

    Notice
    You can't add tags named "height" and "mask" as these names are reserved for procedural refinement.
  5. For each tag you can specify a set of filters (OR) to select certain data from the landcover data source. You can add as many filters as necessary. This can be done as follows depending on the type of the landcover data source:

    • For an R8/16/32f texture data source - by setting the range of bits (from value, to value) to be treated as a certain detail mask.
    • For an RGBA8/16/32f texture data source - by selecting a base color and setting threshold value for a color gradient to be treated as a certain detail mask.
    Notice
    Use "+" (plus) button to add a filter, or "-" (minus) to remove one.
    1-channel R8 texture. 3-channel RGBA8 texture.
  6. Now all necessary tags and filters are added and you can proceed to the next step.

2. Adding Detail Masks#

Now, we must determine which tags are to be used to generate detail masks.

  1. On the Sources panel, select the Masks (Landcover) data source type and the list of tags determined for all landcover data sources will be displayed in the Details Masks tab of the Parameters panel.

  2. Check the tags you added at the previous step to be used for generation of detail masks. If the tag isn't checked, the corresponding detail mask won't be generated.

  3. Now all necessary detail masks are specified and bound to tags.

    Notice

    If the terrain is already generated and you want to add only detail masks - proceed to Step 3.

    Otherwise - return back to setting other parameters of terrain generation.

3. Generating Detail Masks#

Now you can generate detail masks by clicking Generate button and selecting Terrain -> Details option in the Steps window, in this case only detail masks will be generated.

Notice
If you need to regenerate some of the existing detail masks, you should check all of the tags, including unchanged. If the tag isn't checked, the corresponding detail mask will be deleted after terrain regeneration.
Last update: 2022-03-10
Build: ()