Landscape tool udk




















It will give you a good starting base for a landscape. Important to note, that these two tools are a great start to generate a heightmap pattern randomly but you will still have to continue to refine and detail after. Use one of the UDK Templates as a base. This way you will have a light, skybox, fog and Lightmass Importance Volume:.

Next, create a landscape to work with. For this tutorial I used landscape size of x Noise tool will add random patterns of noise throughout the landscape. Here are the settings to set:. With the settings above, you will begin to generate random height patterns. To take it to the next level use Erosion Tools to add additional detail.

Use either Hydraulic Erosion or Thermal Erosion. Both erosion types simulate how the environment effects your landscape based on wind, sun and water. Also use noise tool with low settings to add additional random height variation in various areas of your landscape.

Once the timer goes off, stop working. If you aren't happy with the result, repeat the challenge until you can finish it under 30 minutes. Maybe you can do this in 20, 15 or even 10 minutes. As you get more proficient with forming landscapes, you can start using some of the external tools to generate heightmaps. Visit this page for more info about the guide My name is Alex Galuzin.

I am self-taught level designer, game environment artist and the creator of World of Level Design. I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers. On World of Level Design you will find tutorials to make you become the best level designer and game environment artist. Smooth This tool smooths the heightmap or layer weight.

The strength determines the amount of smoothing. Detail Smooth If checked, performs a detail preserving smooth using the specified detail smoothing value. Larger detail smoothing values remove more details, while smaller values preserve more details. Option Description Total Strength The weight to set the selected layer to, where 1. Thermal Erosion This tool uses a thermal erosion simulation to adjust the height of the heightmap.

This simulates the transfer of soil from higher elevations to lower elevations. The larger the difference in elevation, the more erosion will occur. This tool also applies a noise effect on top of the erosion, if desired, to provide a more natural random appearance. Threshold The minimum height difference necessary for the erosion effects to be applied.

Smaller values will result in more erosion being applied. Surface Thickness The thickness of the surface for the layer weight erosion effect. Iteration Num The number of iterations performed.

Larger values result in more levels of erosion. Erosion Effects Filter Subtraction Only applies erosion effects that result in lowering the heightmap Both Apply all erosion effects, both raising and lowering the heightmap Addition Only applies erosion effects that result in raising the heightmap Noise Scale The size of the noise filter used.

The noise filter is related to position and scale, which means if you don't change Noise Scale , the same filter is applied to the same position many times. Hydraulic Erosion This tool uses a hydraulic erosion simulation, i. A noise filter is used to determine where the initial rain is distributed.

Then the simulation is calculated to determine water flow from that initial rain as well as dissolving, water transfer, and evaporation. The result of that calculation provides the actual value used to lower the heightmap. Rain Amount The amount of rain to apply to the surface. Larger values will result in more erosion. Sediment Cap.

The amount of sediment that the water can carry. Rain Distribution Filter Both Rain is applied only where the noise filter is positive. Addition Rain is applied to the entire area. Rain Dist. Scale The size of the noise filter for applying initial rain to the surface.

The noise filter is related to position and scale, which means if you don't change Rain Dist. Scale , the same filter is applied to the same position many times. Detail Smooth If checked, performs a detail preserving smooth to the erosion effect using the specified detail smoothing value. Noise This tool applies a noise filter to the heightmap or layer weight. The strength determines the amount of noise. Noise Effects Filter Both Apply all noise effects Addition Only applies noise effects that result in raising the heightmap Subtraction Only applies noise effects that result in lowering the heightmap Noise Scale The size of the perlin noise filter used.

Component Tools The tools described below act on the component level of the current landscape. Component Selection This tool selects Landscape components, one at a time, for subsequent use with other tools, such as moving the components to streaming levels and deleting components. The selection cursor is always limited to one component: When components have been selected, they become shaded red: Clear Component Selection Clears the current selected component s.

Add New Landscape Component This tool creates new components for the current Landscape, one at a time. When the Add Landscape Component tool is active, the cursor shows a green wireframe where new components can be added: Using the tool adds a new component where the cursor is located: Delete Landscape Components The tool performs the delete action on the components that have been selected by the Selection tool: Using the tool removes the selected components: Move to Streaming Level This tool moves the selected components, via using the Selection tool, to the current streaming level.

This makes it possible to move sections of a Landscape into a streaming level so that they will be streamed in and out with that level, optimizing the performance of the landscape. When the streaming level is visible, the landscape renders all the components: Toggling the visibility of the level which can be done by clicking the button for that level in the Level Browser causes the components in that level to no longer be rendered: Note that if you want to use streaming levels, you must store your LandscapeMaterial inside a.

If you fail to do so you will get cross-level reference errors when you come to save your level. Region Tools The tools below are used to perform actions on specific regions of the landscape.

Region Selection This tool selects regions of the landscape using the current brush settings and tool strength to be used to fit the gizmo to a specific area or to act as a mask for coping data to, or pasting data from, a gizmo.

Clear Region Selection Clears the current selected region s. Use Region as Mask When enabled, the region selection acts as a mask with the active area being comprised of the selected region. Negative Mask When enabled and Use Region as Mask is also enabled, the region selection acts as a mask, but the active area is comprised of the unselected region.

Copy Data to Gizmo Copies the data within the gizmo bounds to the gizmo taking into account any masking from selected regions. Fit Gizmo to Selected Regions Positions and resizes the gizmo so that it completely encompasses all region selections.

Brushes The tools are applied to the landscape using brushes which can have different shapes, sizes, and falloffs. It is possible to use a reduced resolution collision heightfield e.

The collision and render components for distant landscape can also be streamed out using the level streaming system. If you are looking for the Unreal Engine 4 documentation, please visit the Unreal Engine 4 Documentation site.

Search public documentation:. Contact the UDN Staff. Creating Landscapes - Creating and Importing new Landscapes and Converting old Terrains Landscape Materials - Setting up materials to be used with landscape terrains Editing Landscapes - Editing Landscape heightmaps and material layers Landscape on Mobile - Mobile-specific landscape information.



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