11.10.1 Detail of Scenery / Ground

Setup items for Ground differ depending on the [Height Color] and [Normal] described on the last page.
At first the [Normal Color] is described.
 

(1) All

Coloring or mapping can be set up for four different terrain elements separately; i.e. low land, high land, cliff, and snow. The definitions of these landscapes are done by values. This enables to define the ground of 0 m height also as a high land under the restriction that the low land is located always under the highland and a cliff has nothing to do with the height of it.

The distribution regions of each terrain element are set up here. Each coloring will be set up in the next tabs.

- Altitude Region

Regions of sea, low land and high land are specified by the slider. These can be entered by values. If the sea level is set up higher than 0 m a landscape with overflow can be rendered.
Maximum region is set up from 0 m to 4000 m in default. If you click [Expand] this value can be maximum 9000 m.

- Snow Region

Snow region can be specified independently with sea and low land. The highest limit can also be specified.

- Add Fractal Noise

To render the ground more realistically fractal noise is added to the color and the gradient. This works effectively for the terrain element with bump mapping. If you get the maximum bump effect this option has to be deactivated. With this option there are some cases that the bump mapping does not work effectively as expected.

- Rendering Snow

specifies whether the snow is rendered.
 

(2) Low Land

specifies colors, materials and region of gradient of the low land element.

- Component

Select component of the using Low Land.

[Select Library]

when you select this button you can choose at the library.

[Edit Component]

when you select this button you can edit a component.
Please refer to Here for detail.

[Copy to All]

copies the setup to the all landscape elements. If you use identical mapping this function helps you.
 

(POINT)

Basically colors are defined by mapping. Two kinds of texture mapping and one kind of bump mapping are possible for terrain element. Each mapping can be done easily by reading from the library. User defined bit map can also be read and used.

Select similar materials among different terrain elements. Large difference could cause a strange color.

- Gradient Region

Region of the low land could be defined by the altitude in the [All] tub. This can be also defined by the gradient. This is for distinction from the [Cliff] element. The region which is more steep is treated as [Cliff]. Specify from 0 to 90 degree. If the maximum value here does not correspond to the lowest value of the [Cliff] the maximum value of the low land is changed and adjusted to the lowest value of the [Cliff].
 

(3) High Land

specifies color, material and region of gradient for the high land.. The parameters are identical to those of (1).

(4) Cliff

specifies color, material and region of gradient for the cliff. The parameters are identical to those of (1).

(5) Snow

specifies color, material and region of gradient for the snow. The parameters are identical to those of (1).

The snow depth varies strongly depending on the gradient region. If the region is wide the snow depth becomes just like the winter snow. If the region is narrow the snow becomes like rest snow.
 


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