LIVE-2 vs CONCAVE TERRAINS
- 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)
- 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