CRYENGINE 3 TERRAIN TUTORIAL PDF

You'll find out how to setup your texture, material and level settings to get the best results from recommended workflows. First, we need a nice terrain texture to work with. We'll use this nice tiling texture of stones and grass for this example. As mentioned in the Terrain. Layer Shader article, all terrain textures should be high-passed in order to work with the terrain. Now select an appropriate folder where you want to save the material file.

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This document provides an overview of creating terrain layers and painting them on the terrain in the Sandbox Editor. The creation of different terrain types works like the painting in layers in common 2D graphic design programs. In order to paint terrain, it is necessary to use different Sandbox components. Please refer to the Creating a New Level tutorial to prepare to use this tutorial. See Terrain Painting Tips and Tricks for additional information.

The Layer Tasks menu on the left hand side provides quick access to common Terrain Texture Layer tasks. Click Add Layer to add a new layer.

By default, the insertion point will jump into the bar of the new layer so that it can be named directly after creation. It is recommended that you name the layers in a way that identifies their use e. This will open the "Preview" file dialog box.

Select an appropriate low resolution texture. After selecting the desired material, the selected material now needs to be applied to the layer. The detail material has to use Terrain.

Layer shader and should output high frequency variations of gray color. Usually this can be achieved by applying a high-pass filter on the diffuse texture in Photoshop and by setting material diffuse color to full white.

In other words we put high frequency details into detail material and low frequency into terrain base texture. Below is an example of the poor blending results that can happen with incorrectly setup materials:. At the bottom of this panel, you will notice a list with all of the layers set up in the Terrain Texture Layers. In the Brush Settings section, there are two sliders that modify the radius of the brush and the hardness of the applied texture. The Hardness slider changes the strength of the brushes painting between texture and color.

A lower value will only paint the detail texture, while a higher value will include color information and detail texture. Keep in mind whether the Paint LayerID check box is enabled or not as this will determine if you are painting the detail texture or not. If you just want to paint the detail texture without the color information, then you would have a hardness of 0 and have Paint LayerID enabled.

Alternatively if you just want to paint the color information without the detail texture, you would have a hardness of 1 and Paint LayerID disabled. Now, click and hold down the mouse button in the Perspective viewport and move the mouse pointer around. The terrain will be painted, wherever the brush moves. The Filter option gives the ability to modify the basic color and brightness of the paintbrush. Changes applied via the Filter settings are temporary.

If you select a new Terrain Layer upon returning to your previous Layer the settings will have reverted back to the default settings for that Terrain Layer.

In order to save your changes to the Terrain Layer you need to select the Save Layer button. This will then save your changes to the Terrain Layer. You can also apply a color tint to the Terrain Layer, click on the colored box to open the color selection window:. You can select a new color from the color window or use the color picker to select a color from the world; this can be useful to improve object and vegetation blending with the terrain.

The terrain will be painted with the new settings, wherever the brush moves. When the generated surface texture is compressed using DXT, its colors always get somewhat distorted. If the colors use the full dynamic range , they are preserved better. If artists know that they have used only darker colors in the level, they can use the Terrain Color Multiplier to make the colors use more of the dynamic range. For example, if only colors in the range have been used, enter a multiplier of 4 to make them fill the entire range and 'survive' the compression in better shape.

When rendering, the decompressed color values should be divided by the multiplier in the shader to restore the original brightness.

The terrain in Sandbox can be split into multiple tiles and can be painted with a resolution of between 64x64 and x Each tile can have a different material resolution,and the higher the resolution the softer the transition between painted Terrain Texture Layers. The size of the tiles in your level will then automatically split by 4.

So if you have 4x4 tiles, after further refinement, you will then have 8x8 tiles. NB: Do this only as necessary, as there is no way to reduce tiles! Until recently, the method of changing the tile resolution was done through the rollupBar.

A much more straight forward method of selecting the tile and changing it directly from this window, rather than through the perspective viewport.

Simply click on a tile then click on the "Change tile resolution" button below the tile overview. Here, you can select the desired resolution.

After clicking OK , the terrain will be changed to the new resolution. When you're finished resizing your tiles, simply click "Close" on the tool window. As you can see, a well painted terrain can look very realistic.

If you have a good vegetation setup and good brush placement, you can achieve excellent results in a very short amount of time! Page tree. Browse pages. A t tachments 43 Page History. Dashboard Home Level Creation. Jira links. Overview This document provides an overview of creating terrain layers and painting them on the terrain in the Sandbox Editor.

Note Changes applied via the Filter settings are temporary. Terrain Color Distortion When the generated surface texture is compressed using DXT, its colors always get somewhat distorted.

Option Description Radius The Radius slider changes the size of the brush. Hardness The Hardness slider changes the strength of the brush in applying the material.

A lower value will give a softer translucent effect, whereas 1 means the material painting is completely opaque. Paint by LayerID When set, the painter will only paint the detail texture of the terrain material. Mask by Material Layer Select the material layer from the drop down list to protect it from being painted over. Filter The Filter option gives the ability to modify the brightness of the material base color. Click the color box to open up the color selector and alter the base color of your material.

Option Description Altitude Sets a minimum and maximum altitude mask for painting - the brush will only apply within these boundaries. Slope deg.

Sets a minimum and maximum slope mask for painting - the brush will only apply within these boundaries. Tile Resolution When you press the change button and left mouse click on one of the terrain sectors you can choose a higher or lower detailed ground texture resolution. Powered by Atlassian Confluence 7. The Hardness slider changes the strength of the brush in applying the material.

When set, the painter will only paint the detail texture of the terrain material. Sets the material to only paint between the Altitude and Slope deg.

Select the material layer from the drop down list to protect it from being painted over. The Filter option gives the ability to modify the brightness of the material base color. Sets a minimum and maximum altitude mask for painting - the brush will only apply within these boundaries. When you press the change button and left mouse click on one of the terrain sectors you can choose a higher or lower detailed ground texture resolution.

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CryEngine 3 SDK: Creating and Generating Terrain

This document provides an overview of creating terrain layers and painting them on the terrain in the Sandbox Editor. The creation of different terrain types works like the painting in layers in common 2D graphic design programs. In order to paint terrain, it is necessary to use different Sandbox components. Please refer to the Creating a New Level tutorial to prepare to use this tutorial. See Terrain Painting Tips and Tricks for additional information.

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Meters Per Unit is how many meters for every pixel of your heightmap do you want. If you set Meters Per Unit to a larger number, the more blockier and rougher your terrain will be. Basically you have to find the balance between the size and performance. In order to know this you will have to create a few terrains. I would recommend to create a few throw away test maps playing around with different Heightmap Resolutions and Meters Per Unit. You can also resize your terrain after you went through New Level creation.

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