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
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

Starting with Sandworm

This section is a newcomer's guide on how to create a terrain based on georeferenced data and generate various groups of objects.

Preparation Steps#

To follow this guide, you need to:

  1. Download the Georeferenced Terrain Generation and Procedural Generation add-ons.

  2. Create a new project and add the downloaded add-ons to it.

  3. Open the project in UnigineEditor and open the Sandworm tool.

  4. Create a new Sandworm project (Tools -> Sandworm -> Create New, type a project name, and click Next).

Notice
For the sake of performance, check that Microprofile is disabled.

Generation Steps#

In general, the process of generating the terrain in Sandworm is as follows:

  1. Add the terrain data: heights and imagery.
  2. Add masks for vegetation and details.
  3. Add objects such as roads, point objects, vegetation, and buildings, if any.
  4. Define the generation settings such as terrain type, quality of generated data, and the world that will store the generated result.
  5. Generate the output.
  6. Open the world with the output terrain in UnigineEditor.

Now let's review these steps in detail.

Last update: 2024-12-13
Build: ()