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Landscape Layer Map

LandscapeLayerMap object represents a Landscape Terrain layer and stores the data used for rendering in an .lmap asset:

  • Height map used to generate the geometry of Landscape Terrain,
  • Albedo texture representing color data,
  • 20 single-channel mask textures.

You can create a new landscape layer map either from scratch, sculpting it with an extendable set of brushes available out-of-the-box, or using imported data (images or tilesets), be it an arbitrary terrain generated in terrain generator software (e.g., World Machine), or real digital elevation maps and satellite imagery data.

Notice
Landscape Layer Map is designed as a shared data pool, the graphic data of which can be used to add details to the Landscape Terrain surface, used in logic (e.g. as a land cover classification map) and by other objects as well, such as Grass, for example.

You can place layer maps anywhere in the scene by moving, scaling and rotating the node (rotation is available around the Z axis only). By blending different landscape layer maps you can modify the terrain even at run time.

See Also#

Creating a Landscape Layer Map#

Create a new landscape layer map via either of the following ways:

  • By creating a node:
    1. In the Create menu, select Landscape -> Landscape Layer Map and place the new Landscape Layer Map node in the scene.

    2. By default the map has the blank read-only landscape_layer_map_base.lmap asset set in the Landscape parameter. Click Create to create a new landscape layer asset.
  • By creating an asset:
    1. In the Asset Browser click Create -> Create Landscape Layer Map and specify a name for the new lmap asset.
    2. Then drag the asset to the Editor viewport and place a new Landscape Layer Map in the scene.
Notice
If the current world contains no Landscape Terrain object, which is required for terrain rendering, a new one will be created automatically and set as the parent node for the new Landscape Layer Map.

Specify graphic data:

  • Generating from files:
    1. Set the Data Filling option to From Tileset.
    2. Depending on the desired way to access to the resources, choose the value of the Data Sources parameter:
      • Assets. Use available imported textures, which is a pretty good option for small and moderate terrains.
      • External Files. Provide full paths to the resources (e.g. a network drive). A better option for large terrains with extremely dense graphic data.
    3. Specify the resources: albedo and height textures (or texture tilesets) and up to 20 mask textures. In the case of using tilesets, specify only first tiles and appropriate naming patterns.
    4. Adjust other import settings. For instance, you can redefine the Resolution of the Landscape Layer Map textures.
    5. Click Reimport to load the provided resources.
    6. Modify the layer using Brush Editor.
  • Sculpting from scratch:
    1. Set the Data Filling option to Manual.
    2. Choose the Resolution of the LandscapeLayerMap textures and click Reimport to apply changes.
    3. Click Brush Edit and open Brush Editor to draw over the layer map surface and thus sculpt the layer from scratch.
Notice
Keep in mind that reimporting will clear all modifications made via the Brush Editor tool earlier!

Watch a quick video guide below on creating and editing a Landscape Terrain and Layer Maps:

Landscape Layer Map Parameters#

Landscape Asset Parameters#

Size Width and Length, in units (meters). Click Edit Size to toggle the size editing mode.
Current Data Density Landscape Layer Map density calculated as the ratio of the Size divided by the Resolution, in meters/pixel.
Notice
The ratio is calculated for both dimensions separately: the spatial Width is divided by the texture Width, the same is done for the Length and the texture Height, and the maximum ratio value is considered the Current Data Density in meters/pixel.
Landscape .lmap asset to store the landscape data. By default, it is the blank read-only landscape_layer_map_base.lmap asset, to edit the layer map you can create a new asset by using the Create button or specify an existing one. Brush Edit opens the Brush Editor.
Notice
Several Landscape Layer Maps can refer to the same .lmap asset without extra memory required.
Height Scale Scale multiplier along the Z axis.
Order The layer rendering order used in layers blending (higher numbers on top).
Collision Collision with the map.
Intersection Intersection with the map.
Culling Streaming is based on using previously loaded geometry to define what is going to be streamed next. This option enables uploading preliminary low-level data of all maps to CPU to be used for initializing the streaming. If disabled, only low-level data of the base map is uploaded on CPU.

Import Settings#

Import Setting are the settings of the Landscape asset associated with the Landscape Layer Map node.

There is a set of buttons to work with import settings:

Restore Defaults Reset all settings to the default values.
Reimport Reload all graphic resources with respect to the specified import parameters. Click Reimport after making any changes to the import settings to apply them.
Cancel Discard changes made to the import parameters.

Import settings:

Data Filling Origin of terrain data:
  • Manual — this type of data is selected for work with brushes.
    Notice
    The only setting available for this option is Resolution.
  • From Tileset — this type of data is used to add any available data sources.
Data Sources Where data is taken from:
  • Assets — available asset files. This option is good for small terrains.
  • External files — absolute path to the file is indicated (for example, network disk). A recommended option in case of creating a huge terrain using high-density graphic data.
Notice
The engine doesn't track the changes made to external files. If there are some changes, you can update graphic data via the textures_reload console command.
Resolution Resolution of maps limited only by available video memory. The following values are available:
  • Manual — set by the user. Graphic data from textures is remapped to fit the resolution.
  • Auto — automatically detected from the specified textures, the resolution of the biggest texture is used. If a tileset is specified the resulting resolution of all tiles combined will be considered.
Flip Y Flip tiles along the Y axis.
Naming Type The source tileset layout type. The following values are available:
  • Row Column — the row-column based tileset. When set, each tile of the source tileset is determined by the row and column numbers (e.g. tileset_0_2.png).
  • Indexed — the index-based tileset. When set, each tile of the source tileset is determined by the index (e.g. tileset_0.png). The number of columns of the source tileset is specified in the Number of columns field.
Pattern Matching
  • Auto — automatically select the naming pattern.
  • Manual — manually specify the naming pattern.
Pattern A string naming pattern (e.g. _%X_%Y for the Row Column naming type or _%X for the Indexed type).
Number of Columns The number of tiles in the tileset.
Horizontal Order Horizontal loading direction of the source tileset.
  • Left -> Right
  • Right -> Left
Vertical Order Vertical loading direction of the source tileset.
  • Top -> Down
  • Down -> Top

Import Maps#

Notice
Available when the Data Filling is From Tileset.

Heightmap
Heightmap data
  • None — no data of this type is available at all.
  • Only Heightmap — load the specified heightmap as is. In this case, data of this layer will always overlap data of underlying layers.
  • Heightmap with Opacity — load the specified heightmap with an additional opacity mask applied. The mode is useful for blending height data with data of underlying layers.
Heightmap A single-channel texture to be treated as the Heightmap. To use a tileset, specify the first tile here. Height values can be interpreted the following ways:
  • Normalized — normalized height values are mapped to the range specified by the Min and Max Height values.
  • Unnormalized — the height values are used as is.
Height Min/Max — the values used to transform the value [0,1] stored in the heightmap to meters.
Height opacity Sets the height opacity map and channel where data is stored.
Blending mode
  • Alpha-Blend — the colors of the heightmap of this layer map and the underlying one are blended.
  • Additive — data of the layer map is added atop.
Albedo
Albedo Data
  • None — no data of this type is available at all.
  • Only Albedo — load the specified albedo data as is. In this case, data of this layer will always overlap data of underlying layers.
  • Albedo with Opacity — load the specified albedo map with an additional opacity mask applied. The mode is useful for blending albedo data with data of underlying layers.
Albedo Color Albedo color image.
Albedo opacity Sets the albedo opacity map and channel where data is stored.
Albedo Blending
  • Alpha-Blend — the colors of this layer map and the underlying one are blended.
  • Additive — data of the layer map is added atop.
  • Overlay — added data replaces the data below it.
  • Multiplicative — the albedo colors are multiplied.
Mask
Name The mask name, which is synchronized with the current active ObjectLandscapeTerrain. On change, no reimport required.
Notice
Names of masks are stored by Landscape Terrain objects, i.e. names shown in the parameters of a Landscape Layer Map will change in correspondence with the current enabled Landscape Terrain.
Data
  • None — no data of this type is available at all.
  • Only Mask — load the specified texture as is. In this case, data of this layer will always overlap data of underlying layers.
  • Mask with Opacity — load the specified mask with an additional opacity mask applied. The mode is useful for blending the mask with data of underlying layers.
Color The channel of the image to be applied as mask to the LandscapeLayerMap.
Opacity Sets the opacity map and channel where data is stored.
Blending Mode of blending this detail layer with other data layers:
  • Alpha-Blend — the corresponding masks of this layer map and the underlying one are blended.
  • Additive — data of the layer map is added atop.
  • Overlay — added data replaces the data below it.
  • Multiplicative — the colors of the masks are multiplied.
Notice
Enter the Masks Debug mode by using the Landscape Masks helper in the Editor or via the render_show_landscape_mask N console command, where N is the index of a mask from 1 to 20.

Maps#

Notice
Available when the Data Filling is Manual.

Heightmap
Blending mode
  • Alpha-Blend — the colors of the heightmap of this layer map and the underlying one are blended.
  • Additive — data of the layer map is added atop.
Albedo
Albedo Blending
  • Alpha-Blend — the colors of this layer map and the underlying one are blended.
  • Additive — data of the layer map is added atop.
  • Overlay — added data replaces the data below it.
  • Multiplicative — the albedo colors are multiplied.
Mask
Name The mask name, which is synchronized with the current active ObjectLandscapeTerrain. On change, no reimport required.
Notice
Names of masks are stored by Landscape Terrain objects, i.e. names shown in the parameters of a Landscape Layer Map will change in correspondence with the current enabled Landscape Terrain.
Blending Mode of blending this detail layer with other data layers:
  • Alpha-Blend — the corresponding masks of this layer map and the underlying one are blended.
  • Additive — data of the layer map is added atop.
  • Overlay — added data replaces the data below it.
  • Multiplicative — the colors of the masks are multiplied.
Notice
Enter the Masks Debug mode by using the Landscape Masks helper in the Editor or via the render_show_landscape_mask N console command, where N is the index of a mask from 1 to 20.
Last update: 24.11.2020
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