Any Terrain decoration that is not trees or grass should be created as a Detail Mesh. This is perfect for things like rocks, 3D shrubbery, or other static items. To add these, use the Paint Foliage button . Then choose . You will see the Add Detail Mesh dialog appear.
Detail | The mesh to be used for the detail. |
Noise Spread | The size of noise-generated clusters of the Detail. Lower numbers mean less noise. |
Random Width | Limit for the amount of width variance between all detail objects. |
Random Height | Limit for the amount of height variance between all detail objects. |
Healthy Color | Color of healthy detail objects, prominent in the center of Noise Spread clusters. |
Dry Color | Color of dry detail objects, prominent on the outer edges of Noise Spread clusters. |
Grayscale Lighting | If enabled, detail objects will not be tinted by any colored light shining on the Terrain. |
Lightmap Factor | How much the detail objects will be influenced by the Lightmap. |
Render Mode | Select whether this type of detail object will be lit using Grass lighting or normal Vertex lighting. Detail objects like rocks should use Vertex lighting. |
After you've clicked the Inspector. Detail meshes and grass will appear next to each other.
button, you'll see the Detail mesh appear in thePainting a Detail mesh works the same as painting textures, trees, or grass. Select the Detail you want to paint, and paint right onto the Terrain in the Scene View.
Note: When you have a brush selected, move your mouse over the Terrain in the Scene View and press Brush Size distance. This is the quickest & easiest way to navigate around your Terrain while creating it.
. This will center the Scene View over the mouse pointer position and automatically zoom in to theTo change any import parameters for a Detail Mesh, select it and choose Edit Detail Mesh dialog appear, and be able to adjust the parameters described above.
. You will then see theIf you make any updates to your Detail Mesh asset source file, it must be manually re-imported into the Terrain. To do this, use
. This is done after you've changed your source asset and saved it, and will refresh the Detail Meshes in your Terrain immediately.Page last updated: 2013-07-15