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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: 2024-08-16
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