werner.poetzelberger Posted June 3, 2013 Posted June 3, 2013 Hello, is it possible, that the closing of holes, is NOT affected by the LOD. I have cut out a large area which should stay cut out all the time. Atm it is 'closing' at a certain distance. (depending on the LOD setting). cheers. werner
ulf.schroeter Posted June 3, 2013 Posted June 3, 2013 is it possible, that the closing of holes, is NOT affected by the LOD. I have cut out a large area which should stay cut out all the time. Atm it is 'closing' at a certain distance. (depending on the LOD setting) No, this is the current terrain implementation, that holes will disappear when zooming out.
ulf.schroeter Posted June 3, 2013 Posted June 3, 2013 https://developer.unigine.com/en/docs/1.0/principles/objects/terrain/terrain_options#holes
werner.poetzelberger Posted June 3, 2013 Author Posted June 3, 2013 Ok. So I guess, holes are meant to be small gaps in the landscape, rather than big areas. What I do is, I have a 8K Terrain file (Step 1), and cut a 2k area out of it in the center. In this center I fill a 8K (step 0.25) Terrain to get higher details. I also could create 4 (or even 8) sorrounding rough terrains around it, but I guess performance wise, this won't work that well. Beside that I would have to deal with many more files. I will see what I will squeeze out of the seetings. Probably i can set it in a way, that I can work with my scene. Thx.Werner
ulf.schroeter Posted June 3, 2013 Posted June 3, 2013 Ok, intention fully understandable, but clear 'missuse' of terrain hole feature :) As you mentioned its designed for small cave entries etc not for high-detail terrain-in-terrain insets (though such a feature would be quite nice)
werner.poetzelberger Posted June 3, 2013 Author Posted June 3, 2013 But it is working 'missused' as well. :rolleyes:
ulf.schroeter Posted June 3, 2013 Posted June 3, 2013 sure, at least if you do not zoom out too much... sometimes a hammer can replace a screwdriver ;)
werner.poetzelberger Posted June 6, 2013 Author Posted June 6, 2013 I think I will go a different direction and put my whole terrain ('low res and high res') into one huge terrain, using the higher resolution. The flatness for each surface tile is quite useful, isnt it? Does the flatness do bring performance increse, by reducing polycount and render load? I thought so, just by experimenting. So I could go that way, to increase the steps to create a highres terrain, but lower the outer surfaces, by increasing the flatness. (I only need a AoI in the center, the outer parts would be 'background' with lower res.)
ulf.schroeter Posted June 6, 2013 Posted June 6, 2013 I also could create 4 (or even 8) sorrounding rough terrains around it, but I guess performance wise, this won't work that well. Beside that I would have to deal with many more files. Maybe you should try to just define 1 inner high-detail inset and 1 outer low-detail surrounding terrain were you simply delete/deactive the inner surfaces 'occupied' by the high-detail terrain having the exact size of the invisible inner sufaces.
werner.poetzelberger Posted June 6, 2013 Author Posted June 6, 2013 heya Ulf, What do you mean by delete, activate? Huh, did I miss this option? Thats Awsome and exactly what I want. This was my plan with the hole texture. (But had those LOD troubles). Nice! That option is cool. The only thing will be the seams. Have to be careful about that.
ulf.schroeter Posted June 6, 2013 Posted June 6, 2013 What do you mean by delete, activate? Huh, did I miss this option? Thats Awsome and exactly what I want. Terrain surfaces can be enabled/disabled individualy manually in the editor in surface tab of the ObjectTerrain or via Unigine script setSurfaceEnabled()
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