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LIVE-2 vs CONCAVE TERRAINS

Set TopicsSET TOPICSep 6, 2026Original source
  1. ninja can use two kind of projection:
  • camera projection for explosions, smoke and fire
  • top down projection for terrain aligned fluids (eg. a creek) and volumetrics (eg.: low lying fog)
  1. ninja uses a 2D core simulation, driving 3D visualization systems. In case we are setting up terrain aligned fluids and gases, the heightmap should be a top-down 2D map.
  • In case the terrain is featuring concave shapes: we can mask certain areas (eliminate the fluids from the area) - see below conversation w quackcharg
  • For underwater caves: users need to set up a hidden (invisible) version of the terrain, with cave-tops cut-off - see below conversation w pete

Related Manual Chapter: Limitations of Terrain Flowing Liquids and Water Accumulation
Related post: LIVE-2 vs MESH TERRAIN Discord

**Conversation with user <@133287303983529984> **

  • Problem discussed: ninja vs CONCAVE terrain
  • Heightmap input: 2D, via Runtime Virtual Textures
  • Solution: masking via Collision Mask
  • Related posts: Discord + Discord + Discord

**Conversation with user <@474292263418069002> **

  • Problem discussed: voxel landscape vs RVT height sampling vs ninja
  • Heightmap input: 2D, via Runtime Virtual Textures
  • Related posts: Discord + Discord

Realtime edits to the landscape:

  • in case ninja is reading height through the RVT workflow: theoretically possible. The RVT heightmaps are refreshed with a 10-20 FPS throughput on the Unreal-side, I believe. Ninja is reading the input every tick
  • Landscape Components can not be realtime edited
  • The best way to do realtime landscape deforms, is to use a static landscape component, with dynamically transformed MESHES on top - being read as SDF