Nobody is perfect - even an advanced graphics engine like Unreal. 
There is also no magic button for tasks in the project. 
  
But any task is possible with help from outside. 
   
Maybe in the future, Unreal will solve the limitations of Foliage  
and Landscape and we will get easy access to each plant or a piece of land. 
  
In the meantime, we'll use Unreal and 3dsmax to convert virtual environments in a way 
that allows you to: 
  
-- Split a player (Foliage) with zero control into separate entities... with the  
    ability to select each tree or bush from a list. 
  
-- Divide the Landscape into zones according to soil types. (The process maintains  
    continuity between the areas, and without compromising the position of each  
    part relative to the rest.) 
  
-- Cut an object into parts (Meshes) according to the type of material. 
  
-- And... to add a classification tool for shadow, reflection level, and light dispersion. 
  
The conversion process will give you support for Airsim's segmentation capability... 
as well as independent operation by an engineer. 


You can erase any old method and start with new worlds,  
with new objectives, a new approach, and a new look at  
the medieval environment with 103 values of RGB. 
  
I also made sure to destroy the clutter in the Outliner Window  
and start over with assets of different types, organized in 63 folders. 
  
The medieval period has never looked more colorful and organized. 

I’ve added two images (in two situations), which will  
help you get to know the environment quickly and even examine  
what a combination of soils looks like. 

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