This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
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
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
Textures
Art Samples
Tutorials

Generating the Terrain and Objects

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.

Generation Settings#

The generation-related settings are available in the following window:

Data Types#

Via this setting, you can select the types of data to be generated. This may speed up the process of terrain regeneration: for example, if you changed only vector objects, you don't need to generate the terrain again.

Categories of objects differ depending on which terrain object you select.

Distributed Computing#

This option allows using several computers united into a network to speed up the terrain generation process if the data scope is too big for one computer to manage. For more details, read this article.

Path to the Project Storage#

Sandworm stores the paths to all data sources as well as all generation parameters as an asset. So, after setting up all output parameters, save the Sandworm project by choosing File -> Save or File -> Save As and specifying the name and path for your asset.

The Sandworm project can be stored only inside the /data folder.

Path to Cache Storage#

The button is used to clean the cache folder. We recommend clearing cache before you start terrain generation.

Cache stores the data for Export Area. If you don't set the export area, the cache is created for all sources that were added to the project. This data is reused if you decide to set the export area.

If Export Area is redefined, and it contains the parts of the previously defined export area, the cache is reused to speed up the generation process.

Parameters Required for Generation#

If any parameters required for the generation have not been set, they are highlighted red and clickable. Clicking on the highlighted words opens the corresponding output settings for adjustment.

Generation#

Notice
Terrain data shall be stored within the File System of your project (in the /data folder or on a mount), otherwise the terrain won't be generated.

To generate the terrain, define the required output settings and click the Generate button.

As a result of the terrain generation, Sandworm creates the hierarchy of nodes displayed in the World Nodes window. The scope of nodes depends on the Format selected in the Output settings:

  • ObjectLandscapeTerrain
  • LandscapeLayerMap object with the layer name for every created layer
  • BoundsNodeDummy objects marking the Export Area limits (you can use them to quickly move the camera to the corresponding point in the world)
  • Sandworm Camera — the camera placed above the center of the terrain. Switch the camera to display the created terrain in the Editor Viewport immediately.
  • Other nodes depending on the added source data organized by the object type
Notice
The World Clutter object is generated only if Object Terrain Global is selected as the output format.

Regeneration#

Terrain can be generated once again after some changes have been made. Depending on the character of changes (added or deleted vector objects, landcover objects, or modified the terrain itself), you can select the type of source data that has been changed, and only this type of data will be updated in the world; all other data previously generated by Sandworm will remain unchanged.

Notice
All manual changes (done via UnigineEditor) will be lost if this type of object is regenerated. Therefore, we recommend using a separate Landscape Layer Map for manual changes of Landscape Terrain.
Warning
If you modify Export Area, you shall regenerate all data, otherwise the generated objects will be misaligned.

Headless Mode#

A project can be generated without running the Editor. To do that, create a Sandworm project and prepare everything for generation, then close the Editor and run /bin/SandwormNode_double_x64.exe (or /bin/SandwormNode_x64.exe, depending on the project precision) with the following argument:

Shell commands
--sw_generate my_project.sworm

The project will be generated and stored in the specified output world.

Last update: 2021-12-13
Build: ()