Unity3d Tutorial: Setting Up Terrain (terrain)
Posted on April 18, 2013 by U3d/unity3d Basic tutorial/being watched 1,901 times
New terrain:
Create a new terrain in the menu.
Unity3d Tutorial: Setting Up Terrain (terrain)
You will see the terrain object. If you want to modify the terrain parameters, you can set them in Setresolution under the Terrain menu.
Unity3d Tutorial: Setting Up Terrain (terrain)
As shown in. Parameter settings for terrain:
Terrainwidth: The total width of the global terrain. Its units are unity unity units-meters.
Terrainheight: The maximum height allowed for a global terrain, in unity unity units.
Terrainlength: The total length of the global terrain, in Unity Unity unit.
Heightmap Resolution: The resolution of the height map generated by the global terrain.
Detail Resolution: The resolution of the detail map generated by the global terrain, so the smaller the number the better the performance. But quality also needs to be considered.
Controltestureresoulution: The map resolution used to draw the terrain map to the terrain globally.
Basetextureresoution: Global for the resolution of a distant terrain map.
Unity Custom Terrain: If you have an artist to make a good height map. You can import it directly, but unity supports only. Raw format. The image size requirement is a power of 2. Import method: Terrain-〉import Heightmap-raw. After you select the resource you want. The following property settings box will appear:
Unity3d Tutorial: Setting Up Terrain (terrain)
Depth: Set by file format, 8-bit or 16-bit.
Width: The height of the chart, based on the size of the image itself.
Height: high of altitude graph.
Byteorder: Set According to the file format. Mac or Wndows. The order in which the file is encoded using.
Terrainsize: Here is the option for Terrainset resoulution. If you feel that the height map and terrain size differ too much. This can be adjusted.
Unity draws terrain:
Select the terrain in the hierarchy panel. To view the information in inspector, the following 7 horizontal buttons are the terrain tool.
Unity3d Tutorial: Setting Up Terrain (terrain)
Painttexture function from left to right: increase and decrease height [This function with shift can be the terrain instantly leveling], draw the target height, smooth height, draw terrain, draw trees, draw flowers, set.
The brushes area contains various styles of brushes that can be used to control the texture and terrain style.
The details section represents the brush settings, and you can add brush materials by using edit details. Brushsize: Used to control the brush size, opacity is used to control the opacity of the texture used by the decal, or to say the concentration. The targetstrength is used to adjust the target strength. The smaller the intensity, the smaller the effect of texturing.
Use the system's own material as a terrain map:
After the 1.Create terrain, in the project panel right-importpackage-〉terrainassets[that contains the tree green Grass Resource], select the terrain in the hierarchy panel.
2. Select the brush under the terrain in the Inspector panel. Click Edittexture. Select Add Texture.
3. Select the circle behind Splat in the pop-up box.
Unity3d Tutorial: Setting Up Terrain (terrain)
4. Pop up the material list and select one of them. Look at the terrain and put on the material. The first time is full coverage, and subsequent imported materials no longer overwrite the first material, and are subject to the brush's control for material coverage.
Add Trees:
Select the tree button. Click Edit Tress. Select Trees as you would add terrain maps. Click on the terrain again. Your blue covered area will be planted with trees.
A detailed description of the settings parameters of the tree:
Bushsize: The radius of the brush. Measured in terrain unit meters.
Treedensity: Density of trees. The larger the value, the more trees.
Colorvariation: A random variable value that can be used by the color of each tree.
Treeheight: The base height of the tree.
Variation: Random variable of tree height.
Treewidth: The base width of the tree.
Variation: The width of the input random variable.
Add Green Grass:
The following 3 items are basic terrain rendering settings.
Pixelerror: Pixel error, higher may render faster, but the map may not be very accurate.
Basemapdist: The distance from the map to the camera exceeds this value, allowing the terrain map to be displayed at low resolution.
Castshadows: Let the terrain have a shadow. Like the shadows from the peaks.
The following 6 parameters render parameter settings for trees or detail objects.
The draw option indicates whether to render objects other than terrain. This is useful when you need to adjust the terrain on the terrain where you do all kinds of things.
Detaildistance: When the camera exceeds this distance, the details play a stop display.
Detaildenstiy: detailed density. Finer granularity of rendering.
Treedistance: When the distance to the camera exceeds this value, the tree stops showing.
Billboardstart: When the distance to the camera exceeds this value, the trees begin to display in the form of billboards.
Fadelength: The distance the tree transitions from the grid to the billboard.
Maxmeshtrees the maximum number of trees to render using a grid.
The following 4 items are based on wind power settings.
Speed: The wind blows across the grass.
Size: The amount of grass that is affected by wind at the same time.
Bending: The grass follows the wind to bend the strength.
Grasstint: The overall rendering color for all grass and detail meshes used on the terrain.
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