CesiumForUnreal平整多边形内的地面

预览效果挺好,但运行时出现地面异常

使用这样的MaterialLayerBlend制作的



正在寻求帮助

Hi @wszty,

Could you please describe what you’re trying to do? It is hard to tell from the screenshots what kind of effect you want to achieve. Thank you!

在worldTerrain上添加自己的高精度机场,用于起飞降落,需要把原始的机场那块地形做平整,否则自己的高精度机场网格体无法完美贴合,使用“CesiumCartographicPolygon”来尝试进行区域内的地形平整,前2张图是运行时的效果,第3张图是预览时的效果(符合预期),第4张图是MaterialLayerBlend

参考的这个帖子制作的,Flatten the ground surface or Terrain inside a polygon

Hi @wszty,

This sounds like a great use case for Cesium ion Clips. In fact, we wrote a tech blog about how you can flatten a portion of terrain using 3D editing tools like Blender!

However, you cannot create clips using Bing Maps Aerial Imagery, which is what you seem to be using in your level. We offer Sentinel-2 imagery instead.

I will still answer with the assumption that you want to do it at runtime. In your duplicate post I noticed you pasted screenshots of “shadows” at runtime, this one in particular:

To me, this looks as expected if you’re using Bing Maps Imagery. The levels of detail have some color differences, resulting from factors such as the time of day that the images were captured. These differences are baked into the data, so I’m afraid there isn’t much that Cesium can do about it.

感谢您的解答,我再尝试一下

按照博客的说明,剪切下来了资源,暂时没做平整,直接导入场景,资源作为Cesium3DTileset的高程数据,显示情况和剪切的不一样(剪切的比较小,不超过25平方公里),并且随着相机的移动还在不断变化。请求您的帮助


Hi @wszty,

I notice that you’re opening other threads about this topic. Please allow us a bit of time to get back to you and respond. :smile: Otherwise, opening other threads will duplicate effort and potentially create confusion.

Let me respond to you in increments:

The display is different from the cut one (the cut one is relatively small, not more than 25 square kilometers)

Yes, so, the glTF is created from the highest level-of-detail tiles that are within that polygon. We don’t do any geometry clipping, so any tiles that fall even a little bit within that polygon will be completely included. If needed, you are welcome to modify the geometry of the model in 3D editing tools to remove unneeded geometry.

it is still changing with the movement of the camera

It sounds like you have enabled origin shifting in your level, is that correct? Then you’ll need to attach a CesiumGlobeAnchor to your model, to keep it in the same globe-relative position as you move around the Earth. For more guidance, see this part of our tutorial here.