Amerio.Stephane Posted September 18, 2018 Share Posted September 18, 2018 Hello, Currently, the only way to mask water is with a FieldSpacer. Our problem is we have a very large terrain that is very close to the sea level (<5m), with some complex forms that would require a lot of manually placed FieldSpacer. And we must use a high beaufort sea, which complexify even further :( I would suggest adding a FieldSpacer that supports a georeferenced 1-bit texture, or better directly add a georeferenced mask tag to the global water object. Thanks you. Link to comment
morbid Posted September 18, 2018 Share Posted September 18, 2018 Hello Stephane, is the problem in waves appearing from the "underground"? Please, check the screenshot attached. If so, you can use FieldShoreline objects that will ease the waves. If I misunderstood you, please, give us a context of a task you're trying to solve. By the way, the number of Field Spacer is API dependent, with DirectX you can have up to 341 and 42 with OpenGL. Thank you! 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
Amerio.Stephane Posted September 18, 2018 Author Share Posted September 18, 2018 Yes, the pb is with waves poking through the ground everywhere in the terrain, not just on the shore, because the terrain elevation is very low. Adding FieldSpacer is cumbersome when the shore is not a straight line. For info, our terrain is here: https://www.google.com/maps/@43.4617056,5.0181301,12z Would you recommend adding a very large FieldSpacer plus dozens of smaller FieldSpacer near the shores ? Link to comment
morbid Posted September 19, 2018 Share Posted September 19, 2018 12 hours ago, Amerio.Stephane said: Would you recommend adding a very large FieldSpacer plus dozens of smaller FieldSpacer near the shores ? It worth trying to use a couple of Field Shorelines along a shore and Filed Spacers for areas where waves keep poking. I did a quick test on this, please check the video attached. Shoreline can eliminate most of the waves. I took elevation from mentioned above coordinates. I'm not aware what your scene is like, so please let us know how it goes. I guess shoreline + spacers will do the thing. The region you're working on is a little complicated because of multiple water types (channels, gulf, sea). We'll think of possible improvements, but I'm not sure that water mask could be totally automated with current terrain and water objects. Thank you! shoreline.mp4 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
morbid Posted September 19, 2018 Share Posted September 19, 2018 A small update. You can lower the water in the desired area with FieldHeight object (instead of Spacer). You also can scale elevation a bit to make it higher. 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
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