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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Table of Contents
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Creating Virtual Landscapes
Describing a world in data
Heightmaps are common ground
Texture sizes
The huge world problem
Floating point precision
Depth buffer precision
Planning our first project – the brief
Starting GROME
Summary
2. GROME Workspace
Viewports
Selecting objects
Workspace panel
Workspace tab
Scene tab
Layer stack
Layer type selector
Selection filter
Tools panel
Workflow/creation path
Zones
Know the dimensions
Zone splitter
Example – volcano island
Splitting zones
Creating a simple procedural heightmap
Summary
3. Heightmaps
Modifier toolsets
Heightmap toolset
Elevation
SurfInfo
Erosion and FLErosion
HmapImport
Resampler
HSmooth
HmapStamp
ObjLevel
Simplify
Heightmap Brush toolset
Elevation
Smudge
Smooth
Clone
Fractals, hills, mountains, and dunes
Procedural Heightmap toolset
PDeposition
FractalNoise and FractalDunes
Example – the Heightmap layer stack
Heightmap layer operations
Merging a heightmap
Flatten down
Selection masks
Example – putting it together
Our initial work plan
Now to apply the River feature
Brushing the shoreline
Summary
4. Textures and Lighting
Performance consideration for mobiles
Working with material layers
Assigning zones to a layer
Color textures
Ground holes
Masked textures
The texture toolset
ColorGen tool
Distribution Mask component
Layers and Layers in use
Shadowmap tool
MaskFilter tool
MaskGen tool
The Base layer
The 01 layer
Arm 02 Texture layer
Final Detail layer
All done
Vertical texture mapping
ColorBake tool
NormalMap tool
Let it snow
The brush tools
The package browser
Decals
Summary
5. Bring Me a Shrubbery
Exportability of vegetation
GROME detail objects and billboards
The Detail layer stack
Adding grass billboards
Adding 3D Object details
The Detail toolset
Brush tool
Mask tool
Procedural tools
A quick example
A closer look at Billboard Grasses
Blending shadowmaps with vegetation
3D Objects in detail layers
Summary
6. Water, Rivers, and Roads
Water layers
Creating a new water layer
Masks
Global settings
Waves
Coloring
Lighting
Shadows on water layers
Water toolset
Generator tool
Shoreline tool
Creating rivers
Creating a small stepped river feature
Roads
Create tool
Adding more roads to create a network
Adjust tool
Configure tool
Texturing the road
Real road data
Summary
7. Exporting to Unity, UDK, and Ogre 3D
Unity
Desktop PC/Mac
Export RAW terrain
Exporting from GROME
Importing into Unity
Importing Unity Splatmaps
Convert texture to ARGBA32 format
Unity editor script to replace splatmaps
Mesh terrain export
Mesh export from GROME
Unreal Development Kit
GROME export plugin for UDK
Ogre3D
OgreGraphite engine
Exporting with GraphiTE
Compiling the code
Deleting zones
Going further – the edge of forever
Summary
Index
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