babs_de Posted September 18, 2012 Share Posted September 18, 2012 Hi guys! There is an area (mesh with grass). (the hierarchy is from parental Objectmesh ans affiliated Objectgrass). There are also objects of various types which can be dynamically arranged on this area with grass. The question is how to dynamically conceal or remove the grass under an object. Speaking about the dynamics we mean that the object can be moved to another place afterwards and thus the grass should be returned back. P.s. Occluder of the object will not work because the size of the Objectgrass is about the size of the all area (pay attention to the green frame). Explained the problemmy.Klient server application, location data objects come from the server, we need to dynamically change the mask on the client. Link to comment
ulf.schroeter Posted September 18, 2012 Share Posted September 18, 2012 What about dynamic update of ObjectGrass mask image based on object positions ? Link to comment
demostenes Posted September 18, 2012 Share Posted September 18, 2012 It would be nice to be able to paint/modify all vegetatation masks directly in editor. It would save LOTS of time. Link to comment
ulf.schroeter Posted September 19, 2012 Share Posted September 19, 2012 It would be nice to be able to paint/modify all vegetatation masks directly in editor. It would save LOTS of time. Not sure but... UNIGINE-SDK-2012-04-11..... UnigineEditor: Added Tracker system (see details below). Added mask editor for ObjectGrass, ObjectMeshClutter and WorldClutter. Added 'Create mask' button for ObjectGrass, ObjectMeshClutter and WorldClutter objects Link to comment
Rob Posted September 19, 2012 Share Posted September 19, 2012 You can paint the masks in the editor in real time, were doing it all the time Link to comment
ulf.schroeter Posted September 19, 2012 Share Posted September 19, 2012 Client server application, location data objects come from the server, we need to dynamically change the mask on the client. You could organize all objects that should clip grass under a single WindgetSpriteNode and render these objects from top-down into an image via WidgetSpriteNode::renderImage(). This image can than be assigned to the ObjectGrass node as new mask. Maybe some image post-processing will be required (conversion to intensity-image, proper RGB-channel mask encoding etc), but this is quite easy with UNIGINE Image class. Link to comment
demostenes Posted September 20, 2012 Share Posted September 20, 2012 2Ulf and Rob: Thanks, I didnt notice that. Link to comment
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