Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Samples
UNIGINE provides various samples on working with content: you can check how to use built-in UNIGINE objects with different settings, set up LODs and materials, adjust rendering settings, or work with vegetation.
Samples are available via UNIGINE SDK Browser as a demo: go to Samples -> Demos and install the Samples demo. Then, you can run it for demonstration or copy as a project to modify the samples.
Samples Demo in UNIGINE SDK Browser
Available Samples#
The Samples demo includes the following content samples:
- Built-in objects:
- Billboards: settings, billboards generator usage, billboards-based airport lights.
- Cloud Layer: cloud material settings, usage of a Field Weather.
- Mesh Cluster: usage, settings.
- Mesh Clutter: settings, masking, orienting along the relief, meshes scattered across a terrain, World Clutter settings.
- Decals: use cases, decal material settings, decal types, decal-based terrain holes.
- Grass: settings, masking, material settings, grass animation, orienting along the terrain, optimization, usage.
- Lighting:
- Omni Light and Projected Light settings; usage of Per-Light Lens Flares with World, Omni, and Proj light sources, application of various shapes and textures
- Voxel Probes: examples of baking from various emissive objects, Cornell box, optimized placement and usage
- Environment Probes: shapes of probes, types of reflections, reflection mask, clipping occluded reflections using the Cutout By Shadow option
- Static and dynamic shadows, shadow masking, shadow penumbra
- Particle Systems: composing, material settings, types of particles, types of emitters, additional forces and physicals influencing particles, rendering to a procedural texture used by the orthographic decal, use with the skinned mesh.
- Volumetric Objects: types, usage.
- Global Water: material settings, use of Field Shoreline; use of Field Height, Field Spacer, decals, and the particle system with objects on water.
- World Spline Graph: usage and settings; creation of roads on the terrain surface, creation of chains, ropes, and cables.
- Impostors: usage, material settings.
- LOD system: LODs surfaces, performance.
- Materials: hierarchy and inheritance, usage of the mesh_base material, types of normal mapping, vertex color options, rendering of cross sections, refraction and reflection settings for transparent objects, such as glass and liquid, correct reflections on rough surfaces.
- Post sensor postprocess materials usage for meshes and decals.
- Render settings:
- Environment settings
- Depth of Field (DOF) settings
- Screen Space Bevel (SSBevel) settings, usage
- Screen Space Dirt (SSDirt) settings, usage
- Screen Space Reflection (SSR) settings, usage
- Vegetation: forest example, types of leaves, vertex- and UV-based animation of leaves, branches, and trunks, tree composition.
Last update:
2019-08-16
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