This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
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
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Mask Parameters

Mask is landcover data based on which natural features of the terrain are generated: details, grass, trees, etc.

Masks are added the same way as Elevation and Imagery, both online and offline data sources can be used. The data contained in a mask source can be filtered to fine-tune the use of the mask for a specific purpose.

An example of creating a Mask is given here.

Filters#

Filters select specific data from the data source for each type of the generated landcover object. There are three types of filters:

Indexed

Select a particular color index from the list of available ones in the source raster image. You can also specify the color range by indices (from color to color).

Single Channel

Select a channel of the source raster image.

Color

Set a particular color taken from the source raster image and adjust the Range for it, thus defining the suitable deviation from the specified color within the range [0, 255].

Click on the color to open the color settings:

Select the color from available, use HSV or RGBA values, or click Pick Screen Color to select the color from the image in the Preview panel:

Notice
Screen color on the Map preview may be affected, if Export Area is already set. If this is the case, enable the Block Export Area to Changes option to avoid any color changes.

Range — threshold value for the color that defines a range of colors to be used for the filter. 0 means that only the selected color is used as mask, increasing the Range value makes the filter include the specified number of neighboring colors.

Copy filters
Copy Filters Button

Opens the window to copy all filters from the current source to the selected sources:

Copy Filters Window

If you change anything in filters that you have already copied, and want these changes to be applied to other sources, you need to copy the filters once again. All filters of the selected sources will be replaced with the filters of the current source.

Delete all filters
Delete Filters Button
Deletes all added filters.
Add
Add Filter Button
Adds one more filter.
Last update: 10.10.2022
Build: ()