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  1. Hey, I am currently working on a small suburban town scene. Around the town is a bit of landscape and I would like to paint 2-4 materials on the mesh that I created for this scene. As far as I know the meshpainting feature only works for landscapes, or is there another way to paint materials on a custom mesh? I know that there is a feature currently planned for Unigine 2.16 that does this but I thought I ask anyway since the official realease is still a few months away. Kind Regards, Tom Zimmermann
  2. Добрый день. Возникло несколько вопросов, на которые я не нашёл ясного ответа. И для которых нет смысла создавать отдельные темы. На сайте указано, что слишком большое количество карт слоёв может снизить производительность. Хотелось бы более развёрнуто, что значит слишком? Влияет ли только количество или размер тоже (наверняка, но что и на что). Где узкое место в железе, чтобы понимать как распределять ресурсы (может что то дешевле реализовать масками, деталями). Например, как скажется на производительности 10 карт разрешением 16к*16к пикселей? Или 100 карт 100*100 пикселей. В классе LandscapeTextures Class метод getOpacityHeight получает R32F текстуру с данными прозрачности. Для чего эти данные используются? По мере возникновения новых вопросов, буду добавлять их в эту тему. С Уважением Константин.
  3. Резюмирую то, что освоил. Надеюсь новичкам поможет. Движок поддерживает 20 масок, в которые уже добавляются детали (1024 если не ошибаюсь). Хранилище масок поделено на 5 блоков. В каждый блок складывается четырёх канальная картинка RGBA, получаем 5 * 4 = 20 масок. Все маски нужно инициализировать во время генерации файла lmap, тогда же, когда добавляем данные альбедо и высот. Tо есть в метод: OnCreatorCreate(Unigine::LandscapeMapFileCreatorPtr creator, Unigine::LandscapeImagesPtr images, int x, int y) Для каждого блока инициализируется отдельный массив данных! getMask(индекс блока) copy(картинка откуда берутся данные, канал где лежит маска, канал картинки откуда берём данные) getMask(1)->copy(sourceImage, 1, 2) Получаем первый блок, который хранит маски с пятой по девятую. Первый канал(G), в котором лежит шестая маска. Присваиваем второй канал(В) картинки, из который забираем пиксели: { ImagePtr newImage; newImage = Image::create(); newImage->create2DArray(4096, 4096, 1, Image::FORMAT_RGBA8); Image::Pixel pixel; for (int sourceY = 0; sourceY < 4096; sourceY++) { for (int sourceX = 0; sourceX < 4096; sourceX++) { pixel.i.r = 255; pixel.i.g = 0; pixel.i.b = 0; pixel.i.a = 0; newImage->set2DArray(sourceY, sourceX, 0, pixel); } } ImagePtr mask = Image::create(); mask->load("source/sourceRGBA.dds"); images->getMask(0)->create2DArray(lmapTileResolutionX, lmapTileResolutionY, 1, Image::FORMAT_RGBA8); images->getMask(0)->copy(mask, 0, 0); images->getOpacityMask(0)->create2DArray(lmapTileResolutionX, lmapTileResolutionY, 1, Image::FORMAT_RGBA8); images->getOpacityMask(0)->copy(newImage, 0, 0); images->getMask(0)->copy(mask, 1, 1); images->getOpacityMask(0)->copy(newImage, 1, 0); images->getMask(0)->copy(mask, 2, 2); images->getOpacityMask(0)->copy(newImage, 2, 0); images->getMask(0)->copy(mask, 3, 3); images->getOpacityMask(0)->copy(newImage, 3, 0); images->getMask(1)->create2DArray(lmapTileResolutionX, lmapTileResolutionY, 1, Image::FORMAT_RGBA8); images->getMask(1)->copy(mask, 0, 0); images->getOpacityMask(1)->create2DArray(lmapTileResolutionX, lmapTileResolutionY, 1, Image::FORMAT_RGBA8); images->getOpacityMask(1)->copy(newImage, 0, 0); images->getMask(1)->copy(mask, 1, 1); images->getOpacityMask(1)->copy(newImage, 1, 0); images->getMask(1)->copy(mask, 2, 2); images->getOpacityMask(1)->copy(newImage, 2, 0); images->getMask(1)->copy(mask, 3, 3); images->getOpacityMask(1)->copy(newImage, 3, 0); } Надеюсь ничего не упустил. Большое спасибо danvern за оперативную помощь. -------------------------------------------------------------------------------- Добрый день. Не могли бы вы помочь с добавлением маски к террейну. Загружается террейн: lmap = LandscapeLayerMap::create(); lmap->setParent(Landscape::getActiveTerrain()); lmap->setPath(lmapName); lmap->setName(lmapName.get()); lmap->setSize(Math::Vec2(4096,4096)); lmap->setHeightScale(1.0f); lmap->setWorldPosition(Math::Vec3::ZERO); lmap->setWorldRotation(Math::quat(Math::vec3::UP, 45.0f)); Создаётся и описывается маска: TerrainDetailMaskPtr maskDetail; //Код... TerrainDetailPtr detailTerrain; detailTerrain->setDetailMask(maskDetail); А как detailTerrain к террейну применить? С Уважением Константин. П.С. Если позволит время, сделайте пожалуйста небольшой пример для карты 2х2 тайла создание маски, присвоение маске картинки, записи маски в файл карты.
  4. Hi Everyone, I'm trying to move a LandscapeLayerMap up or down along the z-Axis. This can't be done via LandscapeLayerMap::setWorldPosition() because of how the terrain system works as far as I understand. Changing the z-component of the LandscapeLayerMap in the editor has no effect. I achieved the desired effect in the editor using the import settings for the height map. Left: default import settings, base of terrain is located at z = 0; Right: "moving" LandscapeLayerMap to z = -5 Is this the correct way to do it? How can this be achieved via API? I tried to use LandscapeMapFileCreator and LandscapeMapFileSettings as described in Working with Landscape Terrain via Code, however I could not find corresponding functions to manipulate the Min/Max values. I even tried remapping the values of the heightmap myself while loading it according to the Tutorial Working with Landscape Terrain via Code but setting negative values to the height map breaks it. Any help is appreciated. Kind regards
  5. Добрый день. Не могли бы вы уточнить, что передаётся параметрами (creator, images, x, y) в функцию, особенно интересуют последние инты. И насколько понимаю, в примере опечатка и должен передаваться указатель LandscapeImagesPtr на картинку. // callback function implementing certain actions to be performed on creating a landscape layer map file void CreateFile(LandscapeMapFileCreatorPtr creator, LandscapeImages images, int x, int, y) Зы: Плюсы учу параллельно с движком, поэтому вопросы могут быть совсем дилетантскими, с моей колокольни это пока не видно. С Уважением Константин.
  6. Albedo doesn't apply to Landscape

    Albedo doesn't apply to Landscape. Landscape at Worl d shows the lods well. (Same as Landscape Tool) However, lod1-5 aren't created in Imagery's Output File. When generated more small play area, Albedo was properly applied.
  7. При запуске анимации через Tracker падает детализация ландшафта. Прикрепил видео. Что это может быть и что с этим делать? 2020-02-05 12-14-18.mp4
  8. Hello. I test "wheel_traces.world" from Art Samples demo. I have issue with height scale of terrain detail material and trace. When I increase height scale I get strange effect (like vertex intersections). How do i can avoid this?
  9. Всем привет, есть старый проект на Unigine 2.0 RC мне нужно перенести сцену на Unigine 2.8 Перенести модели я вроде понял как (правда теряются позиции объектов), а вот с Landscape проблема. Какие есть варианты решения моей проблемы? Есть ли возможность перенести сцену целиком? Есть ли возможность экспортировать Landscape?
  10. Hello, I want to generate georeferenced terrain in my world. I'm following the steps described in video tutorial "Georeferenced Terrain - UNIGINE Editor 2 Essentials". However, I am not able to add terrain files. I select them in the Landscape editor by clicking on "Add new", then in "Add Source" I point to the files I want to upload. Next I click on OK button. In the effect nothing happens, there are no files that have been added to i.e. height, as shown in the video tutorial and the button "Generate" is not active. Steps i take: Create new project - Load world into editor - Open Landscape editor form Tools - Select Georeferenced Mode - Right click on Height (Elevation) - Add new - Select wanted file - Click on OK button. Results : no files added, "generate" button inactive. Where am I making mistake ? Thank you
  11. Hi again! I'm continuing to work on an understanding of the Unigine LandscapeTool and find how we can best utilize new features for our projects. I'd like to be able to source custom normal maps from WorldMachine for my geo-referenced landscape, however there doesn't seem to be an option for it within the tool. I did notice, under Height(elevation) parameters, there is an adjustment tool for Normal Lods. Should I simply be using a higher density elevation source to get the normals I want, or is there another way to go about adding custom normals? Thank you!
  12. Hello, I am working to establish an effective pipeline for landscape creation for our work environment(Using Unigine 2.7.1). We use P4V for source control and have run into an interesting hiccup regarding read-only files. After landscape generation, the landscape and world look fine on my local machine. However upon pushing the files to the P4V Database, my local files become read-only unless I check them out from P4V. This is where we ran into the hiccup. Once the local .uts and .utsh files are pushed to the Database and marked Read-only, upon startup of the level, the engine fails to load them properly. I tested several cases and it appears that it requires write permission in order to properly load the .uts and .utsh files and display the landscape. This is true for all PC's that sync the world and landscape content to their local files. Each needs to check-out the files, flagging them as write-enabled, in order to load the landscape. This was also able to be replicated without using P4V, by simply using Windows Explorer to mark the .uts and .utsh files as read-only. Naturally we would like to avoid this file check-out clutter in our process, however I understand that this may be a misunderstanding as I am still learning Unigine. I'm interested in any thoughts that could help or shed light on the situation with .uts and .utsh file types. Thank you!
  13. Hello, I'm working to establish a pipeline between GlobalMapper and Unigine 2.7.1 for large scale geo-referenced landscape creation. For GlobalMapper export each data source utilizes Mercator / WGS84 / meters. To test, I am using three data sources: roads.shp, heightmap.tif, and roads_raster.tif. The latter two being Geotiffs that I use in height and albedo to debug. They share the same metadata and I can confirm that their placement relative to each other appears correct. Within GlobalMapper, the data sources line up accurately with the roads.shp across the entire sample area, as I would expect, but in Unigine the roads.shp is offset the further South I go as if it's utilizing a different alignment method than the raster data. It should be noted that when I generate debug vegetation with "Adjust terrain heights and masks" enabled, the result masking is also misaligned with the generated road mesh decals. I am still new to Unigine, so I understand there could be something I'm missing. Any information that can help me to solve my alignment issue would be awesome, Thank you! GlobalMapper showing proper alignment: Unigine with the same data set showing improper alignment, only appearing correct near map center: I'd also like to note that towards the map borders chunks of road from the roads.shp are not being generated by Unigine. GlobalMapper displaying the roads.shp layer as red lines: Unigine displaying no mesh decal roads generated from the above roads.shp: Adjust terrain heights and masks uses the roads.shp but is somehow misaligned with the generated mesh decal roads as well:
  14. Hello, Whan landing an helicopter, I need to find out the type of terrain below the landing gears in order to simulate a slippery or a muddy contact. Is there any way to have access to the terrain layers information for a location? Is it possible to know if a location is within the modified array of a decal? Thank you.
  15. Discrepancy with generated Grass

    Hello, Here is a capture of a Grass object I'm using: (num textures = 4, density=0.5, texture is your grass_regular_d.tga, all other params left to default values, ) When I use this as a node for Landscape generated grass, the grass looks like this (2.7.1): (inside the generated grass, num textures is also 4, density is also 0.5) What's going on ? Also, the grass is noticeably floating above the ground, although the ground is really flat.
  16. [SOLVED] Geodetic pivot is missing

    Hello, The geodetic pivot is not created if the landscape is created as Flat, even though it's set up as a georeferenced terrain (2.7.1) I must tick "Curved" for it to be generated.
  17. Terrain bugs

    Hello, My terrain exibits these very strange peaks in random parts (the peaks changes sphape when I move around) What can cause this? (I use DT2 and one DT3 for the terrain elevation)
  18. Hi, I'm evaluating Unigine Engineering for generating large scale environments from GIS data. The landscape tool seems really powerful however I'm having trouble getting my satellite imagery to work. I've imported all the tiles of satellite imagery I have and they line up with the heightmap in the preview window - everything is GeoTiff. However when I generate my terrain, It seems like only the heightmap is being used. My terrain is all there but it's the default grey colour with none of my satellite imagery applied. Am I missing a step? Do I need to merge my satellite data into one single GeoTiff? Thanks, James
  19. Landscape grass and trees process

    Hello, I'm trying to wrap my head around an actually efficient process to generate a large set of *various* trees and grass, in a very large terrain. Correct me if I'm wrong, but according to the doc, the process looks like: add a single tree of a single type in the scene create an impostor from it create an ObjectClutter from the tree *mesh* reassigns materials and readjust LOD distance for the clutter (so I'm actually redoing the work that was made when creating the tree *node*) create an ObjectGrass matching the ObjectClutter, manually inherit material, assign impostor texture, tweak LOD and other settings create a NodeReference for the ObjectClutter create a NodeReference for the ObjectGrass Now in Landscape editor, for a specific landcover tag, add the NodeReference for the ObjectClutter and then for the ObjectGrass Generate landscape Test, adjust ObjectClutter and ObjectGrass, apply updates, and repeat step 9 Repeat steps 1-10 for a new kind of tree While none of these steps is too complex, it's still very tedious if you want some diversity in your terrain. I feel the grass/impostors steps should really be a "behind the scene" operation. I tried using WorldClutter. Its usage seems more straightforward, and supports a variety of trees node by default, but I couldn't find a way to use it with grass impostors. For the records, I need a visibility distance of 5km at the very minimum with impostors. Real meshes only need to be visible below 100m.
  20. Landscape partial generation

    Hello, I have a very large landscape, generated from a lot of small files (DTED, shapefiles, rasters, etc). After adding a new file, I must regenerate all my terrain to check if everything is correct and performances. But the generation can be quite long. I know I can change the game area to something smaller, but then I can't check performances, and this overwritte all previously generated tiles. A great addition would be the ability to draw an "update array", distinct from the game area, that would be generated. Any tile touching/inside it would then be updated. This would speed up iterations a lot. Thank you :)
  21. Hello, Currently, after generating a landscape with vegetation, I must manually create the impostors for the trees, and then attach them in the scene. Could this be automated somewhat? Thank you
  22. [SOLVED] Landcover and clutter issue

    Hello, When creating a landcover vegetation, there is a strong mismatch with a tagged landcover. Worse, some generated clutter are empty. On the hereafter screencap, worldclutters were generated for the dark green area. WorldClutter_1 is on the left of the vertical line, and WorldClutter_3 is on the right. Only the _3 is filled. Attached is the test_project (I removed the core and bin folder for size consideration). Thanks for your help. test_project.7z
  23. Landcover and Vegetation mismatch

    Hello, I'm using a landcover raster in my landscape, and I add vegetation on top of it. The landcover tag is created with a 0 threshold. A terrain detail layer is added on the same tag, shown hereafter with a red overlay. And vegetation is created with an ObjectGrass node. The problem here is I don't understand why the vegetation and the detail layer never match, whatever settings I put in the Mask of the detail layer: As you can see, there is grass in A but no grass in B. I would have expected the grass area outline to roughly match the red area (at least for a certain combination of threshold, width, contrast) but that is never the case ! Can you help me here? Thanks.
  24. [SOLVED] Landscape mask issue

    bug_landscape_mask.mp4Hello, I'm creating a Landscape with a Mask with the Landscape Tool. I added an elevation file (DT2), an imagery file (ECW), and a landcover file (geotiff). On the landcover I added a tag ("forest") matching a specific color, with 0 threshold. I then generated the terrain, and the landscape is correctly displayed in the Editor. Then, in the Editor, I select the Landscape "Terrain Global" tab, scroll to the Mask section, and select the "forest" tag. All forest are correctly highlighted in the Editor (image 0.png). But as soon as I slightly move (the camera, or any slider, or anything), all the terrain flashes and is highlighted (image 1.png). Did I miss something? Thanks.
  25. Hi, Unitine We use landscape tool to generate an ObjectGlobalTerrain with images in Beijing 54 Coordinate System(Beijing 1954 3 Degree GK CM 108E), as shown in the following figure. Then we export an model generated with CityEngine inside Unigine. We export the model with EPSG projection:2433 /Beijing 1954. But the model doesn't match the right position in the terrain, as Show in the following figure. We wonder know is there any solution for this problem, because we are developing a software for people to find the longitude and latitude of models. Thanks!
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