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Reproduced GMT Terrain Data Summary

Reproduced GMT Terrain Data Summary Original address:GMT Terrain Data Summary JasonReprint: Http://seisman.info/gmt-topo-grid-datas.html currently exposed to the terrain data are mainly three kinds: Etopo, GTOPO30 and Srtm. Sort from low to high by precision as follows: etopo5 of etopo5:gmt griddata etopo2:gmt etop

Unity3d dynamic creation of terrain grids (i)

Recently have been engaged in flash3d, as if a little sorry unity3d friends. This time, simply write a script that dynamically creates a terrain grid to share with you.This is the first part, which only achieves the dynamic generation of terrain through a height map. If in the future have mood and time, then come slowly to add multi-channel brush terrain material

[Unity Study Notes] 007. Map Terrain & Import Resource Package

The terrain you just created is a flat panel, which has a great impact on the visual effect. Select Terrain in Hierarchy, and the Inspector panel displays its attributes. Click the brush first, and then click Edit Textures Click add Textures. The select page is displayed. Click here Nothing ??? Now, import the built-in Terrain resources. Click A

Random mountains of unity3d randomly generated terrain

Use fractal noise to generate terrain, plus mountain shader, plus snow shaderNoise Generating ResultsNoise generate the main reference to this article, will not repeatValue3d:PERLIN2D:Fractal Noise:Terrain Generation ResultsGenerate Terrain Grid method The main reference to this article, will not repeatNoise frequency: 22, resolution: 256Value3d:PERLIN2D:Fractal Noise:Noise has many uses, such as topography

MidPoint Displacement for Terrain Rendering

I use recursive methods to operate an array and generate random terrain information. The midpoint method is troublesome. The first is the design of recursive functions. The calculation of the current mark of the Operation array is really tough --! In addition, the map must be 2 square rather than 2 square. If the standard midpoint method is used, even unupdated information will be left at the gap on the map, therefore, the position that is not proces

World of Warcraft terrain and architecture

Recent research and engine research on World of Warcraft has completed: 1. Reading of terrain formats and implementing second-level dles (World of Warcraft's DLE policy), asynchronous and synchronous loading of ground small objects, and Alpha gradient of ground small objects with distance 2. Texture and shader of terrain rendering, although not the final effect, no highlights 3. The preliminary reading a

Worldcraft v0_1_4 fastest terrain editor ;)

During the National Day, I did not go anywhere and spent a few days writingProgram. Sleep when sleepy, eat when hungry, programming at other times. It feels good. I think it should be closed for several days every other time. Worldcraft achieves a breakthrough in performance. In terms of terrain painting, it is the fastest terrain editor I have ever seen. In fact, I have seen a thing that is faster than m

Unity3d terrain Creation

The unity3d manual describes two terrain creation methods: 1. Use height tools to draw directly in sceneview Ii. Using External tools to create heightmaps It is very easy to draw terrain directly, but it is only suitable for creating small area maps. For real game projects, it is too complicated to pull the terrain. Generally, we use external tools, s

Unity Terrain Height Map Generation method

The terrain (terrain) Height map generation method in unity can be summarized in 3 categories: manual Drawing Manually draw the terrain directly from the tools provided by Unity's terrain, so that it can be exported to a height map in raw format, this is nothing to say, no message ... PS and other tools generated The

Unity3d allows you to move a role to a specified location by clicking the terrain with the left mouse button [script]

It involves moving speed, main character object, target point, and Ray collision !~ [Javascript] varmoveSpeed: int5; // player movement speed varplayer: Transform; // defines the Transformprivatevarendposition: Vector3; fun... it involves moving speed, main character object, target point, and Ray collision! ~ [Javascript] var moveSpeed: int = 5; // player movement speed var player: Transform; // defines the Transform private var endposition of a character: Vector3; function Start () {endposition

[Unity Study Notes]. Terrain reduction

After selecting the terrain, click the Red Circle in the Inspector panel. The following brush appears. After clicking, you can directly reduce the terrain in Sence. Experiment with stars. Let's take a look at the parameters. The size and intensity of the first two brushes are not explained. What does the third one mean? What is the height? That is to say, fl to the height of the position of th

My experience on triangle Binary Tree terrain with levels of levels

I recently studied 3D terrain, so I wanted to create a level of detail. There are two types of SLS: bottom-up (bottom-up) and top-down (top-down ). From the bottom up, we start from the complete model and simplify it step by step. We constantly improve a Complete Binary Tree and finally reach the top with two triangles. This method can be referred to the hopssive mesh of the memory PE, but I have never tried this method. If a tree is constructed in th

[GPU pro2] rendering terrain and sea water using surface subdivision technology

The content is as follows. For learners, it is more like introducing tesselation technology through the examples of terrain and water. Hardware Introduction In fact, the author of this article described the dx sdk well or better. Here is a brief introduction: Hull shader: Specifies the Output Control Point and how the tesselator is subdivided. Tesselator This is a fixed stage that generates the factor used for interpolation. Domain shade

Lawn laying System for outdoor terrain

Dense lawns have always been difficult to express in 3D games, because rendering lawns requires a large number of polygon and a high pixel filling rate. However, the gaming industry has never given up its desire to render lawns. About two years ago, some promotional texts of Games gradually promoted dense lawns as their own characteristics. The Treasure of the treasure of wonder, a fixed-angle game, impressed many people. However, currently, lawn rendering is still not a simple task. A masterpie

Unity Shaders and Effects Cookbook (7-3) blend with vertex colors in the terrain

One of the most common scenarios for using vertex information is to create a more realistic terrain or environment that is blended into different textures by using an RGBA channel that uses vertex colors. This way, you don't have to import a map as a mixed map.Create a new scene and import a flat mesh model with the book.New material, new shader. Select shader in the material and assign the material to the model.The shader code is as follows:Shader "C

3d Max Terrain Construction

Here's a look at max building a terrain.1. Create a plane, adjust the properties of the plane, including the length, width, and segment2. Then build a road  Then select the Spline tool to adjust the outline of the line.3. Use the Merge tool to merge the lines and the ground into an object. Select the ground and click the Graphics Merge tool and select the line.4. Using soft selection To edit the ground, you can make the ground more smooth.5. Separatin

Added the physical effect terrain to the ogre implementation

// Configure Setting the physical effects of terrain from Ogre can be divided into two categories: The first type is easy to read from the height chart and then create a fixed index sequence, and create the terrain by yourself; The second type is entity creation. It is very simple to say that the mesh model is created. The advantage of this is that you do not need to render it yourself... Currently, only th

Unity3d saving and using Terrain heights

Terrainheightprocesser Terrain Height Storage toolTerrainheightdata Terrain Height DataClass TerrainheightprocesserUsing unityengine;using system.collections;using system.io;using unityeditor;using system.collections.generic;/* * Terrain Height processor */public class terrainheightprocesser:scriptablewizard{public int mapwdith;public int mapheight;[ MenuItem ("T

Procedural Texture For Terrain Rendering

Texture is an important part in terrain rendering. If the accuracy is too low, the terrain looks fake. If you do a high-precision texture, it is costly and inflexible. Therefore, using Procedural texture allows computers to help you complete this task, which is easy and flexible. Let's take a look at the effect of generating a texture map using Procedural texture: 128x128 256x256 512x512 1024x1024 F

. NET platform open-source (free) 3D GIS (terrain, game) platform Materials

Open-source (free) 3D (terrain, game) GIS platform under. NET platform Open source (free) 3D (terrain, game) GIS Platform Based on. NET (C #) Axiom: open-source 3D game engine. It is the. Net version of the famous open-source engine ogre.Source codeFully constructed using C #, mainly for the graphic part.Realmforge: open-source 3D game engine. The graphic part adopts axiom and is combined and rewritten

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