This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
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
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Quality

Output quality affects the final resolution of the terrain (and consequently the disk space required). The set of quality settings depends on the Terrain Type.

Object Landscape Terrain#

Export Quality#

The percentage value from 1 to 100. The percentage relates to the compression of the source data quality for the output. 100% quality means zero compression. Reducing the quality value increases the compression: with 50%, the original value will be halved, i.e., if you add the source elevation data with the size of 16k and set 50% export quality, the exported terrain will have a heightmap with 8k resolution.

This setting is applied to raster data (imagery, elevation, and masks). Vector data are not affected.

Compression#

Compression serves to reduce the size of the *.lmap file, which may also speed up asynchronous streaming of tiles. In some cases, compression ratio may exceed 100:1.

Enabling compression implies that all Landscape Layer Map objects in the generated terrain will be compressed.

To enable or disable compression for an individual layer (or layers), you can use the parameters of the selected Landscape Layer Map.

By default, compression is disabled. The following compression options are available:

  • Lossless — ensures absence of quality deterioration and decompresses graphic data to its original state.
  • Lossy — provides a higher compression ratio but some information may be lost.
  • Custom — compression rules can be customized according to your requirements. The following options are available in this mode:

    Custom Compression Parameters

    Supported compression methods:

    • Our Method — recommended. UNIGINE compression method optimized for compressing 2D and 3D textures. It provides better results than LZ4 and Zlib without quality reduction.
    • Zlib — for high compression ratio (can provide up to 2 times higher compression ratio, but takes up to 20 times longer).
    • LZ4 — temporary option, planned to be removed in the upcoming releases.

    In addition, you can enable lossy compression for individual components of Landscape Layer Maps:

    • Height Opacity data
    • Albedo data
    • Mask data

    Height data is always compressed using loseless compression.

Fill Height Min Value#

This option is required to be enabled if there are any rarely occuring issues with height data visualized as sharp peaks rising from the water. It enables filling of the Landscape Terrain Map tiles with the minimum height data values.

Notice
Enable this option only in case of visual artifacts. Keep in mind that it slows the generation of tiles and increases their size.

Object Terrain Global#

The Sandworm tool defines the number of LODs, their visibility distances, and densities automatically. You can change these settings individually for elevation, imagery, and details, if necessary.

To modify LOD settings for the required data layer, disable the Automatic mode by unchecking the corresponding option.

In the manual mode, you can modify the Density and Visibility Distance values by double-clicking on the corresponding cell and entering the required value.

Use the + (plus) button to add a LOD, or - (minus) to remove one.

Notice
In the manual mode, the LOD density should be specified more accurately, as this value determines the size of the tileset of the generated LOD: the higher the LOD density, the bigger the LOD tileset (the density is multiplied by 128 — the size of a single tile). Specifying high values may lead to visual artifacts at the edges of the terrain.
Last update: 2024-12-13
Build: ()