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1.0.0:terrain [2023/02/23 16:43] – [Remarks] admin | 1.0.0:terrain [2023/02/23 16:47] (current) – [Configuration] admin | ||
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- | === Remarks | + | === Configuration |
The algorithm will create instances for all meshes inside the selected template / source model. | The algorithm will create instances for all meshes inside the selected template / source model. | ||
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|Apply Random Grid-Offset|Terrain is splitted into equal size grid cells. To produce a more realistic look, you can add some random offset to the cell-center.| | |Apply Random Grid-Offset|Terrain is splitted into equal size grid cells. To produce a more realistic look, you can add some random offset to the cell-center.| | ||
|Apply Source Transformation|It will apply the transformation of the owner model. This is not suitable for all kind of models, depending on the internal transformation of submeshes.| | |Apply Source Transformation|It will apply the transformation of the owner model. This is not suitable for all kind of models, depending on the internal transformation of submeshes.| | ||
+ | |Count |The number of instances that should be created. This should be adjusted to the GPU you are using and the outcome you expect.| | ||
+ | === Source Models === | ||
+ | The planting algorithm is straight forward and treats all submeshes inside the source model equaly on creating instances. | ||
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+ | Therefore it can produce unexpected results. | ||
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+ | The source model should contain a flat hierarchy without or less transformation of sub-meshes. | ||
+ | |||
+ | __NOTICE:__ The applied instance transformation is absolute and not relative to the source model! | ||
===== Runtime ===== | ===== Runtime ===== | ||