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wiki/concepts/Landscape.md
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wiki/concepts/Landscape.md
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---
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title: "Landscape"
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type: concept
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tags: ["unreal-engine", "terrain", "environment", "material"]
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sources: ["unreal-world-builder"]
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last_updated: 2026-04-30
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---
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## Aliases
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- UE5 Landscape
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- Terrain System
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- 地形系统
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- Landscape System
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## Definition
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Landscape 是 Unreal Engine 5 的地形系统,支持超大尺寸地形的编辑、渲染和运行时修改。它使用分块(Components)架构,支持多层材质混合,并通过 Runtime Virtual Texturing(RVT)优化多层混合性能。
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## Resolution Rule
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Landscape 分辨率必须满足公式:**分辨率 = (n × ComponentSize) + 1**,必须使用 Landscape Import Calculator 确定,禁止猜测。
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## Layer Constraints
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- **单区域最多 4 个活跃材质层**:超过则导致材质排列组合爆炸(Material Permutation Explosion)
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- **超过 2 层材质必须启用 RVT**:消除逐像素层混合开销
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- **景观空洞**:必须使用 Visibility Layer,禁止删除组件(删除会破坏 LOD 和水体系统集成)
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## Master Material Architecture
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典型 4 层 Landscape Master Material:
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- **Layer 0**:Grass(基底层,始终存在)
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- **Layer 1**:Dirt/Path(沿磨损路径替换草地)
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- **Layer 2**:Rock(坡度驱动,> 35° 自动混合)
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- **Layer 3**:Snow(高度驱动,> 800m 显现)
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## Blending Mechanisms
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- **Auto-Slope Rock Blend**:WorldAlignedBlend,坡度阈值 = 0.6(dot(worldUp, surfaceNormal))
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- **Auto-Height Snow Blend**:Absolute World Position Z > SnowLine 参数时雪层淡入
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- **RVT 分辨率**:每 4096m² 格子 2048×2048,格式 YCoCg 压缩
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## RVT Integration
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- 启用 Runtime Virtual Texturing 的 Landscape Material
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- Virtual Texture Producer 需在 Landscape 上启用
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- RVT Output Volume 每 4096m² 格子对齐放置
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- RVT 可采样游戏标签或 Decal Actor 驱动动态地形状态(如雨后湿润度)
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## Landscape Splines
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用于道路和河流雕刻:样条线变形的网格自动贴合地形拓扑。
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## Connections
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- [[UnrealWorldBuilder]] ← 地形基础 ← Landscape
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- [[UnrealEngine5]] ← 核心引擎 ← Landscape
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- [[RuntimeVirtualTexturing]] ← 层混合优化 ← Landscape
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- [[WorldPartition]] ← 空间管理 ← Landscape
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## Sources
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- [[unreal-world-builder]]
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