Terragen Conventions: Difference between revisions

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Although Terragen sticks to the conventions of other 3D applications where possible to maintain consistency and familiarity, certain defaults and settings are unique to Terragen. The most common confusion stems from the coordinate system. In many other applications, the Z axis is considered the height axis, whereas in Terragen the Y axis is used for for height.
There are a couple of conventions to be aware of when using Terragen. These conventions may be familiar from other 3D applications, though they can vary from application to application.
 
== Vertical Axis ==
 
In the XYZ coordinate system, the Y axis is the vertical axis (i.e. height).
 
== Default Unit of Measurement ==
 
The default unit of measurement is meters. This is used for all size and distance values.
 
== Displacement as the Primary Method for Shaping Terrain ==
 
In Terragen, terrain is created through “displacement” of a surface. By default, all terrain is acting on a planet-sized sphere and displacing the surface of that sphere to create landscape features ranging from mountain ranges to pebbles. At render time, the surface is subdivided into micropolygons according to where the camera is placed. The micropolygons are displaced to break up larger shapes and give them fine texture and detail.
 
This may differ from other 3D programs that handle terrain as geometry or as a standalone heightfield object.

Latest revision as of 06:44, 10 August 2019

There are a couple of conventions to be aware of when using Terragen. These conventions may be familiar from other 3D applications, though they can vary from application to application.

Vertical Axis

In the XYZ coordinate system, the Y axis is the vertical axis (i.e. height).

Default Unit of Measurement

The default unit of measurement is meters. This is used for all size and distance values.

Displacement as the Primary Method for Shaping Terrain

In Terragen, terrain is created through “displacement” of a surface. By default, all terrain is acting on a planet-sized sphere and displacing the surface of that sphere to create landscape features ranging from mountain ranges to pebbles. At render time, the surface is subdivided into micropolygons according to where the camera is placed. The micropolygons are displaced to break up larger shapes and give them fine texture and detail.

This may differ from other 3D programs that handle terrain as geometry or as a standalone heightfield object.