werner.poetzelberger Posted December 9, 2022 Posted December 9, 2022 (edited) For planning I need to find out which parts of a Landscape are actually seen and rendered by the camera. Is there a - NEAT - method to mark the seen/unseen parts of a Lanscape in a mask e.g. or pained in the Albedo. Doesnt need to be in realtime (I mean every frame).... but need that info - visually would be enough. Best. Werner Edited December 9, 2022 by werner.poetzelberger
silent Posted December 12, 2022 Posted December 12, 2022 Hi Werner, I only can think of a fully custom solution that will calculate camera frustum and somehow project it to the mask (like if you will look on terrain from the bird's eye view). 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Amerio.Stephane Posted December 12, 2022 Posted December 12, 2022 Not sure it this would be the best, but I think you could do these: For a one-time design solution, you could just position the editor camera at your game camera position, and just paint the albedo with the landscape editor tools For a real-time solution, but maybe too slow, a perspective decal placed at the camera position with the same FOV could do the trick Haven't tested any of these, but the solution could be of some help to us too :) 2
werner.poetzelberger Posted December 12, 2022 Author Posted December 12, 2022 Hi. 1 hour ago, Amerio.Stephane said: For a one-time design solution, you could just position the editor camera at your game camera position, and just paint the albedo with the landscape editor tools This I did ;) 1 hour ago, Amerio.Stephane said: For a real-time solution, but maybe too slow, a perspective decal placed at the camera position with the same FOV could do the trick This sounds interesting, need to try that :) best.w.
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