10/27/20151 UDK Terrain CIS 488/588 Bruce R. Maxim UM-Dearborn.

Slides:



Advertisements
Similar presentations
(The Ingredients for Good Art)
Advertisements

© 2010 Delmar, Cengage Learning Chapter 7: Importing and Modifying Graphics.
Design Elements. Quick Overview The elements of art are the building blocks of art/design creation. They are the VISUAL LANGUAGE of art. What are they?
Week 11 - Wednesday.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems.
Photon Mapping. How did I use it 10 years ago? Why might you want to use it tomorrow?
GIMP Tutorial v2.0 Boo Virk
5/20/20151 Using UDK Editor CIS 488/588 Bruce R. Maxim UM-Dearborn.
5/24/20151 Torque Constructor CIS 487/587 Bruce R. Maxim UM-Dearborn.
3D Game Programming All in One By Kenneth C. Finney.
Guilford County Sci Vis V204.01
TED 105 Fall Design elements are the basic units of a painting, drawing, design or other visual piece and include: Line Shape Form Color Texture.
Photoshop: Getting to Know Layers Computer Information Technology Section 7-5.
Building An Interactive, 3-D Virtual World Raymond H. Mazza, Computer Science, Colby College Advisor:
Modelling and Simulation Types of Texture Mapping.
CSE 381 – Advanced Game Programming Terrain Management
1 Ι © Dassault Systèmes Ι Confidential Information Ι Instructor’s Guide to Teaching SolidWorks Software Lesson 11 School’s Name Teacher’s Name Date.
Form Shape Color Texture Space
Tips & Tricks for Revit® 2013
Textures and Maps MCC Computer Modelling Trimester 1 – 2015/2016.
Introduction to Textures and Skins Chapter 8 & 9 3D Game Programming All-in-One By Ken Finney.
Main Goal Development of an application that allows flying virtually over El Hierro Island (Canary Islands), showing the building structures of a hydroelectric.
Applications for Web Development (CIS 162) Intro to Photoshop.
TERRAIN SET09115 Intro to Graphics Programming. Breakdown  Basics  What do we mean by terrain?  How terrain rendering works  Generating terrain 
Alice: A Visual Introduction to Programming Chapter 1 Part 2.
Animate picture to peek from bottom (1 of 3) 1. Right click on picture you want to animate. 2. Click on Custom Animation. 2 1 R.
Elements of Art -&- Principles of Design. Elements of Art Line Shape Form Space Texture Value Color.
11in X 8.5in Resoultion:300 Color Mode: RGB Color 8 Bit.
My Book These images are grouped. You may find it easier to ungroup and work with them.
Room and Area Revit® Architecture C H A P T E R OBJECTIVES Understand and create Rooms and Room Volumes. Understand and create Gross Building and.
Decorating background. Objective Able to use the different set option – Water – Particle – Tree – Grass – Sky – Terrain Able to change shading when needed.
The Seven Elements of Art Ms. Hanson/ART 1. Definition of The Elements of Art The elements of art are a commonly used group of aspects of a work of art.
1 Layer up to keep warm… A short tutorial on the usage of layers.
© 2006 ITT Educational Services Inc. CD230 Architectural Design & Drafting: Unit 7 Slide 1 Unit 7 AEC Dimensions and Elevations in ADT.
Photoshop: Getting to Know Layers Computer Information Technology Section 7-5.
Speed Tree Let’s Make a Forest Copyright © 2015 – Curt Hill.
ANIMATIONS. max remembers… state of model at different points in time.
Copyright © 2015 Curt Hill Building a Simple Level No UnrealScript but several editors.
Environment Design by Stefanie Kristiansson. Project Recap  Jungle scene  Frapped walk through video  Simplicity Low poly environment modeling Textures.
WORKING WITH SELECTIONS MASKS and CHANNELS 3D IMAGES LAYER BASICS PHOTO.
Copyright © Curt Hill Meshes A Little More to Know.
Adobe Photoshop CS4 – Illustrated Unit D: Working with Type and Gradients.
SolidWorks Teacher Guide Lesson11 School’s Name Teacher’s Name Date.
Image courtesy of National Optical Astronomy Observatory, operated by the Association of Universities for Research in Astronomy, under cooperative agreement.
Visual Vocabulary Elements of art, principles of design, and much more!
Unreal Lighting Clark Kromenaker. Unreal Lightmass UE3’s new lighting system is called Lightmass. Simulates bouncing light in an environment.
Computer Graphics Imaging Lecture 13 and 14 UV Mapping.
Yingcai Xiao Game Development with Unity3D Inside/Outside Unity3D.
Photoshop: Getting to Know Layers Computer Information Technology Section 7-5.
Introduction to Terrain Sai-Keung Wong National Chiao Tung University, Taiwan.
Building a Simple Level Adding Lighting Copyright © 2015 Curt Hill.
1© 2009 Autodesk Hardware Shade – Presenting Your Designs Hardware and Software Shading HW Shade Workflow Tessellation Quality Settings Lighting Settings.
6 th Grade Elements of Design. Line Line is the path of a point move across a surface. A line can be used to express different feelings, meanings, and.
Game Development with Unity3D
Game Development with Unity3D Inside/Outside Unity3D
Using the Unreal Editor
Realistic Running water on Tap
Week 11 - Wednesday CS361.
KeyShot Lesson How to create “Internal” Lighting
Visual Vocabulary Elements of art, principles of design, and much more!
Design and Layout (part one)
Perspective, Scene Design, and Basic Animation
Computer Animation Ying Zhu Georgia State University
CSE 381 – Advanced Game Programming Terrain
Above: An Actual View of Earth from Space (Courtesy NASA)
Computer Animation UV Mapping.
Assignment 1 Creating a Heart.
Above: An Actual View of Earth from Space (Courtesy NASA)
Computer Graphics Imaging Ying Zhu Georgia State University
Fundaments of Game Design
Presentation transcript:

10/27/20151 UDK Terrain CIS 488/588 Bruce R. Maxim UM-Dearborn

10/27/20152 What is Terrain? Terrain is a tessellated piece of geometry used to model outdoor areas The geometry’s shape is driven by a height map (the z-axis defined by an 8-bit or 16-bit gray scale image) –Dark shades used to define valleys –Brighter shades are used to so peaks

10/27/20153 Height Map Used to define elevation and contours Use must use G16 pixel shading format, if you plan to use Unreal’s Terrain editing dialog Determines terrain’s physical dimensions: ResolutionX * TerrainScaleX – TerrainScaleX ResolutionY * TerrainScaleY – TerrainScaleY The default scale is 64 units in all axes

10/27/20154 Layers Controls the visual aspects of the terrain TerrainInfo actors can have 32 layers stacked on top of one another Each layer has two texture maps a color map and an alpha map (controls transparency and blending)

10/27/20155 DecoLayers Decoration layer textures are used to drive the placement of decoration objects (grass blades, trees, shrubs, etc.) Three types of texture maps associated with each Decolayer (density map, color map, scale map)

10/27/20156 Terrain In UDK you start from tools select New Terrain The you make adjustments with the terrain editor from the left hand tool pallet You can also right click and select properties for the terrain actor and make some adjustments there

10/27/20157 Terrain Editing Dialog Functions Creation and manipulation of height maps Assignment and blending of texture layers Assignment and manipulation of DecoLayers Automatic terrain generation

10/27/20158 Skybox In UDK a skybox is a static mesh with a sky material applied (can be cylinders or spheres as well as cubes) Use to provide the illusion of clouds, suns, moons, etc. far off in the distance Great for creating cloudy skies, night scenes, and futuristic space scenes

10/27/20159 Skybox Principles Select a sky static mesh from the content browser Position it in world using the view windows Make some property adjustments to get realistic lighting and shadows The trick is to avoid creation of seams in the sky box You can use fog to hide things