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You're reading from  Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Product typeBook
Published inFeb 2013
Reading LevelIntermediate
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ISBN-139781849699396
Edition1st Edition
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Author (1)
Richard A. Hawley
Richard A. Hawley
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Richard A. Hawley

Richard Hawley started programming in the early 1980s at the start of the home computer craze with the Sinclair ZX-81. Before leaving high school he had worked on three game projects for Assassin Software and later worked on conversions of classic strategy board games for 8- to 16-bit machines. He went on to develop end-user tools for popular flight simulations including Empire Interactives Enemy Engaged helicopter series and the highly successful Origin Janes Longbow series (MissioneerPlus). Hes the director of Tricubic Studios, a small UK company dedicated to creating simulation and training environments using off-the-shelf 3D engines including Unity and Leadwerks. Together with technical artist David Hopkinson (Total War: English Civil War conversion) and physics guru Fred Naar (creator of Helicopter Total Realism for Microsoft Flight Simulator X) they are collectively known for their work on helicopter simulations.
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Water toolset


As with other tools, they are split into Brush and Procedural groups. Both feature methods to paint the water mask. The waterBrush tool is useful for touching up small areas as required. The Brush tool paints directly to the coverage mask on the water plane. But generally we will make good use of the "water generator" tool.

Generator tool

First button in the Procedural toolset is Generator which creates the water mask based on terrain height. Very simple to use, the only parameter we might want to adjust is Depth attenuation. This is how far in world units we want to see under the water plane. This is used to feather shoreline transparency.

The following is an image of a mask for a single zone, the dark areas are hidden. On the right-hand side is a 3D view of a zone where terrain has been flattened so that we can see the mask resolution along the shoreline.

If the resolution of the mask is too low (or high), hit the Resampler button and set the resolution you want (remember to...

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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Published in: Feb 2013Publisher: ISBN-13: 9781849699396

Author (1)

author image
Richard A. Hawley

Richard Hawley started programming in the early 1980s at the start of the home computer craze with the Sinclair ZX-81. Before leaving high school he had worked on three game projects for Assassin Software and later worked on conversions of classic strategy board games for 8- to 16-bit machines. He went on to develop end-user tools for popular flight simulations including Empire Interactives Enemy Engaged helicopter series and the highly successful Origin Janes Longbow series (MissioneerPlus). Hes the director of Tricubic Studios, a small UK company dedicated to creating simulation and training environments using off-the-shelf 3D engines including Unity and Leadwerks. Together with technical artist David Hopkinson (Total War: English Civil War conversion) and physics guru Fred Naar (creator of Helicopter Total Realism for Microsoft Flight Simulator X) they are collectively known for their work on helicopter simulations.
Read more about Richard A. Hawley