Unity3d terrain Settings thoroughly understand the full experiment and analysis of the detailed setting of terrain (i) Pixel Error

Source: Internet
Author: User
Tags manual

Many terrain detailed settings, understand the word also do not understand what meaning, this preparation one-time experiment finished, thoroughly understand.

Also refer to Ceeger translations, Unity Manual, experiments to explain



Base Terrain

pixel Error pixel tolerance

---Ceeger:

Amount of allowable errors in the display of the Terrain Geometry. This is essentially a LOD setting.
The number of errors allowed when displaying the terrain grid. This is actually an LOD configuration.

---unity-manual:

The accuracy of the mapping between the terrain maps (heightmap, textures, etc) and the generated terrain; Higher values indicate lower accuracy but lower rendering overhead.

the value represents the accuracy of the map, between the terrain map and the generated terrain (not knowing how), the higher value represents a lower precision, but it is also a lower rendering cost.

---Experiment:

camera 100M from ground level

when pixel Error = = 1 O'Clock:


when pixel Error = 50 o'clock;


When pixel error = 100;


It can be found that when the pixel Error 1 and 100, the mountain is becoming more and more smooth, to 100, has become a polygon. Then 100->200, "polygon" is not much different.

Although do not understand tolerance, specifically refers to what, but things have been clear, when the tolerance value is large, the terrain is not very fine, in other words, with the increase in tolerance, the triangle that makes up the terrain is getting larger, then the inevitable, the rendering cost is reduced.

so bold guess, the name is called Pixel Error, and the range is 1~200, represents is, in the current visual, can tolerate the size of the triangle, in other words, when piexel Error = = 1 o'clock, from the current visual 1 pixel size range allows not smooth appearance , when the pixel error = = 100, the size of the 100 pixel range allows the appearance of non-smooth, so down, natural 100 is not fine enough, the reason pixel error >= 1, because when pixel error is considered less than 1 pixels of the size of no meaning.

Thinking: Pixel error in the protagonist perspective from the terrain is very close, has a great impact, but, when the perspective has been far away from Yamagata, the impact is not small, because the fine degree of Yamagata in the distant time, has looked very different. So if in our game scene, the terrain radian changes more parts away from the protagonist vision farther, then there is no need to set the Piexel error larger.

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