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Terrain Grabber is a very simple tool that allows baking textures (diffuse, normal and light maps) for terrain together with its detail materials and all objects on it. For example:
- Detail materials can be baked into a coarse diffuse texture to be seen on distant LODs.
- After placing Mesh or World Clutter, Mesh or World Cluster, grass, billboards, decals etc., the texture is baked with all visible objects and can be easily modified in any 2D editor (for example, a mask can be created based on it). This feature is useful in case objects are randomly scattered across the terrain.
|Surface size||Texture size per terrain surface in pixels. The size of the created terrain-wide texture will vary depending on how many surfaces there are on the terrain.|
|Height||The height of the terrain for which the grabbing will be performed.|
|Grab Color||Create a diffuse texture containing deferred decals.
|Grab Diffuse||Create a diffuse texture with objects. This option can also be used to bake detail textures into coarse diffuse to be seen on distant LODs.
If detail materials are not baked into a diffuse texture, increase Lods distance to grab them.
|Grab Normal||Create a normal map with objects.
|Grab LightMap||Create a light map with objects. A light map can be set as terrain diffuse texture, while the WorldLight rendering pass is disabled for the terrain.
Disable HDR (Esc key → Render tab → HDR checkbox) to bake a light map.
How to Bake World Clutter/Cluster Objects
To bake World Clutter and World Cluster objects that are drawn only around the camera, increase the distance around the camera across which objects are rendered:
- Increase Render settings -> Common tab -> Distance scale. Each surface is rendered as if a camera is positioned in its center, thus the distances should be enough to cover one surface.
- You can also increase Cluster/Clutter -> Visible distance.
- On terrain Grabber tab, set non-zero Render frames.
Last update: 2017-10-20
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