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Hello everyone! We're finishing our planet object and would like to hear your thoughts and suggestions on the workflow and functionality. Below you'll find a link on a survey. UNIGINE's Planet Survey
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These components let your create a road and also carve the terrain under it like in Unreal or Unity. spline_tool.zip 1. Import the road tool constructor into your project. 2. Attach BuildRoad.cs to your camera. 3. Press play.0 4. You should see a red dot on your terrain, if not that's mean the ray don't collide with the terrain ( check terrain intersection ). 5. Create your road by clicking on the terrain, F to preview to road, R to delete last point, once you finished the road press G to save it. 6. Close the window, now in the editor, create a new splinegraph, and place it at 0.0.0 position, select the spline you just saved, you can press edit to see it ( there is a view distance limit so you might not see it ) 7. Now it's time to carve the terrain, but it will only work for normalized terrain, and I don't think the normalized button will actually normalize the terrain, so the terrain should be normalized before the import in Unigine. For example, in Gaea, you can export your terrain with normalized option. 8. Create a mesh that will guide the terrain carving: Create a 32x20 plane, intersection should be enabled by default, change intersection mask from 0 to 1, place the node at 0.0.0 position, then drag and drop this mesh into the asset browser to create a .node. 9. Add this node as segment to the WorldSplineGraph ( click and drag the mouse to select all segments at once, push the edit spline button to see segment option ). 9.1 To actually see the road you have to add the LoadGraph.cs component to WorldSplineGraph and press play. WorldSplineGraph sometime take time to load... 9.2 If you still don't see any road your node wasn't positioned at 0.0.0. 10. Deactivate BuildRoad.cs component on your camera, and add CarveTerrain.cs to the WorldSplineGraph. 11. Configure the component, I like to have a resolution of 2k for a 10k terrain, it mean 2k*2k ray will be performed. 11.1 I like to move the SplineGraph down like 1m to have a better carving of the terrain ( position of the splinegraph = 0.0.-1). 12. Now click play and press F to start the process. 13. Close the windows, Create a new terrain with the exact same size and the same height scale ( the created lmap doesn't work yet ). Add the newHeight and the newMask to the terrain. 14. Now you can add your the road node. 15. It look bad ! Yes, because I can only create 8 bit image for terrain heightmap. If you know how to create a 16 bit pixel please help me and the terrain will fit the road perfectly. This is the end, next images won't delete.
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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.
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Hi everyone, I started make video tutorials for Unigine 2.11.0.1 , You can see & use , This is my playlist about unigine, and I hope useful for you. Get started with 8 hours of free video tutorials full of tips you want. Playlist 1 Playlist 2 With respect Ahmad Karami a computer teacher/ author book / test engineer / solo game developer
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What is max terrain I can create in free version of unigine??
adikami posted a topic in Content Creation
What is max terrain I can create in free version of unigine. Can I make the entire solar system in one go.Or split it up into levels and load it in one planet at a time if possible. -
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
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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
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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?
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Hi, The full round Earth terrain from which version of engine will be available ? Best, Jan
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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
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Hello, I'd love to see parallax mapping added for close range of terrain. Currently, I must do it via projection detail, but it can't be "everywhere", I must localize it very precisely (a large zone is prohibitively expensive). Having it as a detail layer would be great. Thanks !
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I have some questions about the Unigin. 1) http://wacki.me/blog/2017/01/dynamic-snow-sand-shader-for-unity/ The content of this web page is a description of the features implemented in Unity3D. I need the same features for our project. So I would like to know Unigin 2.6.1 provides similar functionality. 2) And how can I use this features in teraain, if Unigin 2.6.1 includes this functions. 3) Finally, please let me know how to apply shader to teraain in Unigine.
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Hello, When creating Grass over a TerrainGlobal (created with the Landscape tool), on some places, the grass is planted below the terrain. This result in some no-grass patches on the terrain, even though the grass desinty is high, the terrain only has one LOD, and the terrain is not very steep. It looks like the grass interpolation grid does not fit the terrain below. Thanks for your help.
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Hi, I am wondering how can I edit (paint textures, masks/layers and heights) Terrain via Editor2 (just Terrain object, not TerrainGlobal object). In Editor1 it was an Edit button for edit terrain, but in Editor 2 is missing. Another question is if I can use TerrainGlobal object in Unigine Starter ? Or it needs Landscape Tool which as I assume is delivered in higher version of Unigine (Unigine Sim) ? Is there any other way to import heightmap/maybe just map into TextureGlobal (or I can do it only via Landscape Tool) - to generate terrain ? Thanks, Jan
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Hello, Under some view angle/position, some tiles of a TerrainGlobal simply dissappear: Nothing fancy about the terrain, just created with Landscape with DTED2, only one LOD. The tile appears and disappears depending on the viewer position and direction. Test scene attached (bin, core, textures removed for size consideration) Thanks for your help. test_detail.7z
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We recently migrated our application to 2.6.1 from 2.3.1 and its observed that on the application launch white overlay is flashed while terrain is getting loaded. Further investigation shows that there are few textures which are not initialized on startup TEX_DENSITY TEX_NOISE TEX_VOLUME on the next frame they are set and terrain looks correct. Is there any way we can initialize it on time?
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Hi, Where I should create terrain data for generated terrain object via Editor2: in "assets" folder or just in "data" folder ? As I see all generated references points into data folder but when I create it in data folder then I don't have access to created terrain data via asset browser. Thanks, Jan
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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.
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Hello, Unless I'm mistaken, detail layers in Editor 1 could take advantage of the alpha channel of the albedo map for a cut-off effect with Value/Width/Threshold layer parameter. In Editor 2, there is no longer this possibility: the alpha channel of the albedo is simply ignored. Is it a true regression or does the workflow have changed? Thanks for your suport
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Hello, When creating a Spline Object over a landscape as Decal, the material associated with it is created as read-only AND connot be inherited from. This prevents us from changing the Material Mask ID, which is created with the default value of 0xFFFFFFFF. This means the decal will appear on all objects, and not only over the terrain. Suggestions: - make this material inheritable from - add a "Material Mask" entry for Spline Decal in the Landscape editor (this would also be a good idea for all created materials)
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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.
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setAlbedoTextureImage()/setAlbedoTextureName() interplay
Greg.Mildenhall posted a topic in Rendering
On Unigine 2.3.1, I've edited data\samples\objects\terrain_00.cpp as attached. First using setLayerEnabled(i, false) to remove all the layers, then setAlbedoTextureName("") to remove the albedo texture, then creating an in-memory Image and applying it with setAlbedoTextureImage(). Unfortunately when I run the sample, the setAlbedoTextureImage() call does nothing. However, if I uncomment the second call to setAlbedoTextureName() which feeds it a nonsense value, the subsequent setAlbedoTextureImage() call suddenly works. So my question is whether (and why) setting the Name to "" should prevent setting the Image? (This might seem contrived, but in our real application we never load an on-disk texture so it acts as if the Name is "" from the outset. The workaround gives us the result we want, but obviously we're getting an error message from it so don't have faith that it's the right way to go.) terrain_00.cpp -
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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Hello! Just a quick question. After you run a hightmap through the terrain tool what do you do with the .ter file generated? I cannot seem to figure out how to import it. I am using Unigine SIM 2.1 evaluation version. Thank you for your time, ~Cody EDIT:: So far the only thing that sort of works is generating a new terrain, and then replacing the chunks with the .ter files generated from the hightmap. But when I do it like that, the displacement is nonexistent (pictures below).
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I'm wondering if someone has solved this already. I have a railroad that crosses over MANY tiles of terrain, and I'm having to adjust the terrain heights on each tile to line up with the terrain. Easy enough with the tools, but I'll no doubt soon experience mismatching values on the terrain edges once I get to them. Is there a script or something someone may have written to solve this or do I need to engineer this myself? Or is there something I need to do as a post process. I'm on the 7.7.14 SDK.