dongju.jeong Posted May 27, 2020 Share Posted May 27, 2020 Is it possible to change the color of the texture of the global terrain as a whole (from summer to winter) or to partially change the color (snowfall)? for example base( summer) change to winter change to winter with snow. Link to comment
morbid Posted May 27, 2020 Share Posted May 27, 2020 Hello Dong Ju, This can be achieved with different detail layers. Prepare different winter states and turn them on/off in runtime. Additional ortho decals might be useful, just remember that decals can produce visual artifacts when their size is too big (kilometers in width and/or height). Thanks. 1 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
dongju.jeong Posted November 16, 2020 Author Share Posted November 16, 2020 Hi To express the natural snow terrain, the mask was used as an ecw file. This ecw file was used by albedo. So, it is a problem because the size of the mask is too large. Is there a way to reduce the size while maintaining the quality? Link to comment
silent Posted November 16, 2020 Share Posted November 16, 2020 Can you please elabordate on: Quote So, it is a problem because the size of the mask is too large. Why is this a problem? I'm afraid there is no option to have the same quality, but with the reduced mask size. 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
dongju.jeong Posted November 17, 2020 Author Share Posted November 17, 2020 (edited) We made terrain the size of a country. The albedo size alone exceeds 170Gb. I added a mask to make the terrain and failed due to lack of disks. The total size will probably exceed 300Gb. It's not a big problem, just project management was a little inconvenient, because the time to assemble a terrain or project is too long. so I asked this question because I didn't know how to use the mask efficiently. I wanted to solve the problem of time, but I can endure it even if there is no other way. Thank you. Edited November 17, 2020 by dongju.jeong Link to comment
silent Posted November 17, 2020 Share Posted November 17, 2020 I guess the only way to reduce the size is to generate terrain with manual LODs setup. You can save up some space if you don't require a high density data, so you can select the distance and quality as you want. Thanks! 1 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
fred.naar Posted November 18, 2020 Share Posted November 18, 2020 hi donju, what is your terrain density ? we have a terrain map at 38km by 30km at density about 10m /pixel height, albedo and 5 masks and the Lmap is about 1 gb.... Link to comment
dongju.jeong Posted November 19, 2020 Author Share Posted November 19, 2020 (edited) 10 hours ago, fred.naar said: hi donju, what is your terrain density ? we have a terrain map at 38km by 30km at density about 10m /pixel height, albedo and 5 masks and the Lmap is about 1 gb.... hi, we use DTED3 file for height. and 50cm/pixel ecw file for albedo. size of terrain is 629km x 1155km. Edited November 19, 2020 by dongju.jeong Link to comment
fred.naar Posted November 19, 2020 Share Posted November 19, 2020 Well it depends on your project requirements, if you do a flight simulator you can get very good results with a 10m pixel density for heightmap, for a land based simulator , like Arma 3 or VBS they use 5 m px resolution. For the albedo you could also use a similar lower resolution and add details maps. Also in our project we add more detailed landscape layers on top of the base layer for airports and cities, I think this would be the best approach 1 Link to comment
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