![]() Surface shader: Use this parameter to assign a surface shader to the object.Terragen does not import texture and uv information for Lightwave LWO2 formatted objects, and the untextured object will appear black until a shader is assigned in the Surface shader param, at which time Terragen will create the internal node network for the LWO object. Loop or Ping Pong: Upon completion of the sequential object cycle determined by the “Sequence first” value and “Sequence last” value, Terragen can either “loop” back to the “Sequence first” object and cycle through the objects as each frame advances, or it can “ping pong”, that is, reverse the object sequence order until the “Sequence first” object is encountered.ĭescription: This tab lets you assign a surface shader to texture the LWO object.For example, with an “Offset” value of “1” in a object sequence numbered 1 through 10, MyObject_0001.obj will load on frame 10 if “Loop” is enabled, or MyObject_0009.obj will load on frame 10 if “Ping Pong” is enabled. If an “Offset” value other than "0" is present, that value will be added to the “Sequence last” value to determine which geometry is loaded, factoring in the number of available objects in the sequence and cycling through them based on the "Loop" or "Ping Pong" mode selected.For example, when set to a value of "10" and using an object sequence numbered 1 through 10, MyObject_0010.obj will load on frame 10 when the “Offset” value is set to "0".Sequence last: This value controls both the geometry and the frame on which that geometry is loaded.For example if you set the Preview mode of the object to Wireframe but the 3D Preview object display mode is set to Show as bounding boxes then the object will only be drawn as a bounding box. The Object Display Mode button in the 3D Preview controls the mode for the preview as a whole. Preview mode:This popup has five options and lets you choose how the object should be displayed in the 3D Preview by setting the most detailed mode that the object can be displayed in. If you create an object as part of a population and then decide to use it on its own you may need to change the popup to Individual Object to get it to render. If you choose this option for an individual object it won't render. It means the objects only render as part of a population. Member of a Population: This is the default for objects created as part of creating a population. If you choose this option for objects that are part of a population the population instances will still render but the object itself will also show up at its original position. Individual Object: This is the default for objects created individually, not part of a population.The total number of components that will be created for your Landscape.Ĭreates your Landscape in the world using the settings you specified.įor the example below, we are going to leave all of the Landscape settings at their default values that are listed below. The number of vertices your Landscape is using. Going over this cap could result in performance issues with the Landscape. This value is capped at 32 x 32 since each component has a CPU cost associated with it. Sets the size of your landscape along with Section Size. These issues could be even worse on mobile devices because of the limited amount of draw calls you can have due to hardware limitations. This could be especially prevalent when using very large areas of Landscape. However, you might run into issues with the Landscape rendering too many vertices at once. With a larger section size, you get the added benefit of reduced CPU calculation time. One component could have 2 x 2 sections, which means that it is possible that one component could be rendering four different LODs at once. Each section is the basic unit for the Landscape LOD. ![]() If you want to have a large Landscape, you will need to use a larger section size, since using a smaller section size and then scaling the Landscape will increase the cost on the CPU. Larger sections have fewer components and are less costly on the CPU. Landscapes with smaller sections can have more optimized LODs but at a higher CPU cost. Landscapes use Section Size for LOD and Culling. ![]() Sets the scale of the Landscape in the world. Sets the rotation of the Landscape in the world. Sets the location in the world where the Landscape is created. Imports a Landscape heightmap made in an external program.Įnables the use of Non-Destructive Landscape Layers and Splines.ĭisplays any layers that are a part of your Landscape Material. Creates a new Landscape Actor in your Level. ![]()
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