This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Output Directories and Files

Export World#

Export World is a world to which the terrain will be generated. If a world is open when creating a Sandworm project, it is automatically added as Export World.

Generation Path#

Sandworm stores the paths to all data sources as well as all generation parameters as an asset. So, after setting up all output parameters, save the Sandworm project by choosing File -> Save or File -> Save As and specifying the name and path for your asset.

The Sandworm project can be stored only inside the /data folder.

Cache Path#

Cache folder stores the data for Export Area. If you don't set the export area, the cache is created for all sources that were added to the project. This data is reused if you decide to set the export area.

If Export Area is redefined, and it contains the parts of the previously defined export area, the cache is reused to speed up the generation process.

The button is used to clean the cache folder. We recommend clearing cache before you start the terrain generation.

Last update: 2024-08-16
Build: ()