binstream Posted November 22, 2014 Share Posted November 22, 2014 Work in progress, to be demonstrated at SIGGRAPH Asia. 1 Link to comment
nat.harrold Posted November 24, 2014 Share Posted November 24, 2014 Nice! Will be good to see this in motion. Link to comment
renato.semadeni Posted November 24, 2014 Share Posted November 24, 2014 Wow! We are looking forward to see this new demo! Link to comment
binstream Posted December 28, 2014 Author Share Posted December 28, 2014 The demo is available for download from "Donwloads / Projects" section. User manual attached, the copy is available inside of the archive: User Manual.pdf System Requirements Hardware: CPU: Intel Core i5-4670 (Haswell 4th generation) or faster RAM: 8GB GPU: NVIDIA GeForce GTX Titan / 780 or faster VRAM: 3GB Disk space: 12GB Network: 1 Gbit/s Operating system: MS Windows 7 x64 Linux x64 (proprietary video drivers required) Features Highly detailed terrain 50x50 square kilometers in size based on the real geospatial data Road network based on the vector geodata Dynamic sky with volumetric clouds and a day-night cycle Several interactive modes Airfield illumination Control by keyboard, XPad and touch screen interface Support for the multi-channel rendering mode Support for the curved screens projection Link to comment
ulf.schroeter Posted December 28, 2014 Share Posted December 28, 2014 Denis, any demo videos available ? Link to comment
binstream Posted December 29, 2014 Author Share Posted December 29, 2014 Video will be available in January, at the moment the majority of the studio is on the New Year holidays. Link to comment
renato.semadeni Posted January 8, 2015 Share Posted January 8, 2015 Denis, this looks awesome! Is it possible to get a overview of the work how you created the area based on navigation data and vector data? We are still a bit struggling with creating some large areas and could need some help. Thanks in advance, Renato Link to comment
binstream Posted January 12, 2015 Author Share Posted January 12, 2015 Right now we are preparing a captured video and an overview on the content creation. Link to comment
tmorris Posted April 1, 2015 Share Posted April 1, 2015 Has this video been released? I am having difficulty with generating the terrain (grass, trees, etc) from individual masks and textures using the landscape plugin and would love to know more about this process. Thanks, Terrence Link to comment
binstream Posted April 2, 2015 Author Share Posted April 2, 2015 You can see the overview here: https://developer.unigine.com/en/docs/1.0/content/demos/port_angeles/ 1 Link to comment
s.moussa Posted April 2, 2015 Share Posted April 2, 2015 Hello everyone,it is very clear to understand the pipe overall, but it is just an overview, is it planned to develop each part in detail ? 1-Especially to better understand how to ensure the right superposition and the good ratio of each level of data (HeigMaps/ColorMaps/LandCover/Masks/Roads...) is that everything centralized in GlobalMapper or WorldMachine, or an other software? 2- But also to know if the pipe allows modification (evolution of level design) of the terrain and his features? Link to comment
silent Posted April 3, 2015 Share Posted April 3, 2015 Hi Samir, it is very clear to understand the pipe overall, but it is just an overview I'm afraid it's because we are still experimenting with GIS pipeline. All the steps required to generate result data can be performed in many ways. Basically, you need to generate data in Unigine-friednly formats for Landscape and City Import plugins. We are using a bunch of 3rd party software, but it is doesn't mean that you should use the same software too. Maybe you will get the same results using only one 3rd party tool (we are still looking for this one too). 1-Especially to better understand how to ensure the right superposition and the good ratio of each level of data (HeigMaps/ColorMaps/LandCover/Masks/Roads...) is that everything centralized in GlobalMapper or WorldMachine, or an other software? We used GlobalMapper, WorldMachine and CityEngine tools to generate data. Unfortuantely, they all have own bugs and limitations. I believe, all the scripts (like CityEngine python wrapper and WorldMachine *.tmd file) that we used to generate data we've already provided in the following forum thread: https://developer.unigine.com/forum/topic/547-useful-terrain-tools/ We are still working on more simplified pipeline (for example, importing Heights directly from Global Mapper using GeoTIFF and overall terrain system enhancements) and it could take some time, sorry. 2- But also to know if the pipe allows modification (evolution of level design) of the terrain and his features? After initial terrain textures import (via Landscape plugin) you will have ability to reimport only needed textures by specifying correct values for Import X/Y, Source X/Y, Size X/Y parameters from the Import tab. It is better to practice on a separate Landscape to get a correct results. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
binstream Posted December 10, 2015 Author Share Posted December 10, 2015 Available as a demo through the SDK Browser starting from 2.1.1. Link to comment
renato.semadeni Posted December 11, 2015 Share Posted December 11, 2015 Hi there, this looks brilliant as always =). Kind regards, Renato Link to comment
mihail.toropov Posted November 16, 2016 Share Posted November 16, 2016 No demo in "Donwloads / Projects" section :o Link to comment
binstream Posted November 16, 2016 Author Share Posted November 16, 2016 It is available via SDK browser in demos section. Link to comment
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