1 (edited by rodolphebansard 2020-07-08 08:27:50)

Topic: Launch Multiple generations

Hello,

I need to generate the same terrain in multiple resolutions.
It can be a very repetitive process so i would like to now if there is currently a way to automate that (creating a queue).

If not, do you think it is doable for me to modify some scripts to do this ?

Re: Launch Multiple generations

Hello.

Here is an example:
https://forum.infinity-code.com/viewtopic.php?id=1447

Kind Regards,
Infinity Code Team.

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3 (edited by rodolphebansard 2020-07-22 14:55:00)

Re: Launch Multiple generations

Hello,

I managed to generate terrains and save them in asset bundles but when I load them there are elevation problems like a constant step between them.
The parameters for the generations (excluding coordinates) are identical.

any idea ?
do the parameters i'm using make sense ?

Here's my code

Post's attachments

Attachment icon WorldGeneration.cs 5.04 kb, 103 downloads since 2020-07-22 

Re: Launch Multiple generations

And here's an image

Post's attachments

Attachment icon Sans titre.png 357.14 kb, 71 downloads since 2020-07-22 

Re: Launch Multiple generations

The problem is that the Unity Terrain Engine (UTE) does not work in absolute heights.
UTE uses a relative height value (0-1) multiplied by a factor.
In addition, UTE stores the values in the filesystem as ushort, which gives an actual range of 65,536 values.

By default, to efficiently use this range and increase vertical accuracy, RWT finds the maximum and minimum altitude values in the generated area, and convert them in UTE elevation range.
Each terrains generated in separate runs has its own unique maximum and minimum height, which gives the effect as in your screenshot.

To work around this, use a fixed elevation range:

prefs.elevationRange= RealWorldTerrainElevationRange.fixed;
prefs.fixedMinElevation= -1000;
prefs.fixedMaxElevation= 9000;
Kind Regards,
Infinity Code Team.

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