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[SOLVED] Canyons question...Terrain combined with tesselation?


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Would it be possible to add tesselation on a terrain?

We have canyons in our game and it would look a lot better if the canyons would have overhanging bits here and there and just more variety

with tesselation this would be possible but its not possible to add tesselation to a terrain atm so how would you solve this?

 

We tried making different meshes to act as a canyon but our canyons are so large (flight sim/race game)

that we would need to duplicate/place them way too many times

 

So what would be the best sollution for canyons like this?

 

Heres an example of what we would like to have:

http://en.tgblog.de/?p=26

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Overhanging terrain is impossible with heightmap-based ObjectTerrain (with or without tesselation). If this is required static meshes have to be used as you already tried to do.

 

To overcome manual work "overload" due to your large worlds some kind of automatic canyon generator tool (e.g. spline based) both for ObjectTerrain heightmap manipulation (e.g. carving basic canyon layout into heightmap terrain) and automatic canyon static mesh generation (e.g. fractals, noise etc. to make some realistic looking canyon cliffs) might be best approach.

 

This functionallity is of course highly project-specific, so I don't think that Unigine can provide a generic solution.

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Well they are working on a spline based road system iirc so maybe its posibble to use that to create things such as canyons but dunno when the road system will be implemented

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  • 3 weeks later...

Terrain with tessellating material is too heavy in the end. The visual result simply does not worth it.

 

when the road system will be implemented

Rough ETA is at the end of the year.

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Terrain with tessellating material is too heavy in the end. The visual result simply does not worth it.

 

 

Rough ETA is at the end of the year.

 

Oh oke thanks for the answer

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