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Terrain
Unigine provides realistic terrain which can be designed and created manually or procedurally generated on the basis of geospatial data.
In Unigine, terrain is implemented as 2 types of objects:
Landscape Terrain that allows reconstructing practically any arbitrary landscape with diverse features:
- Virtually infinite terrain surface
- Extreme details up to 1 mm per pixel
- Adaptive hardware tessellation with displacement mapping
- Dynamic modification at run time - craters, funnels, trenches
- Simple and clear API
- Up to 1024 detail materials
- Layers system with flexible blending rules
- Binoculars/scopes support (x20 / down to 1-degree FOV)
- Optimized rendering and physics performance
- Support for simultaneous editing by a team of 3D artists
- Decal-based holes
Landscape Terrain is recommended for ground operations (especially with scopes/binoculars required or where runtime modification is a must) or projects where extreme level of details is required (including helicopter simulation).
Global Terrain is a virtually limitless terrain representing a certain fragment of Earth's surface generated on the basis of ordinary raster images and/or GIS data. It is recommended for large-scale flight simulation purposes (especially fixed wing) on georeferenced scenarios. Appearance of the global terrain object is determined by the accuracy and availability of source data. Features:
- Limitless terrain which can cover the whole Earth's surface.
- Plain or hilly relief based on imported height maps.
- Realistic surface coverings (grass, rocks, dirt) created by means of Terrain Global Details.
- Landcover masks used for Details and Vegetation.
- Decal-based holes.
- Physical interaction with scene objects.
Last update:
2021-12-13
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