Files
nexus/wiki/concepts/Landscape.md
2026-05-03 05:42:12 +08:00

55 lines
2.2 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
---
title: "Landscape"
type: concept
tags: ["unreal-engine", "terrain", "environment", "material"]
sources: ["unreal-world-builder"]
last_updated: 2026-04-30
---
## Aliases
- UE5 Landscape
- Terrain System
- 地形系统
- Landscape System
## Definition
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 TexturingRVT优化多层混合性能。
## Resolution Rule
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。
## Layer Constraints
- **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
- **超过 2 层材质必须启用 RVT**:消除逐像素层混合开销
- **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)
## Master Material Architecture
典型 4 层 Landscape Master Material
- **Layer 0**Grass基底层始终存在
- **Layer 1**Dirt/Path沿磨损路径替换草地
- **Layer 2**Rock坡度驱动> 35° 自动混合)
- **Layer 3**Snow高度驱动> 800m 显现)
## Blending Mechanisms
- **Auto-Slope Rock Blend**WorldAlignedBlend坡度阈值 = 0.6dot(worldUp, surfaceNormal)
- **Auto-Height Snow Blend**Absolute World Position Z > SnowLine 参数时雪层淡入
- **RVT 分辨率**:每 4096m² 格子 2048×2048格式 YCoCg 压缩
## RVT Integration
- 启用 Runtime Virtual Texturing 的 Landscape Material
- Virtual Texture Producer 需在 Landscape 上启用
- RVT Output Volume 每 4096m² 格子对齐放置
- 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)
## Landscape Splines
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。
## Connections
- [[UnrealWorldBuilder]] ← 地形基础 ← Landscape
- [[UnrealEngine5]] ← 核心引擎 ← Landscape
- [[RuntimeVirtualTexturing]] ← 层混合优化 ← Landscape
- [[WorldPartition]] ← 空间管理 ← Landscape
## Sources
- [[unreal-world-builder]]