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- Q. How many computers can I activate TerraForm on?
- Q. Can I use TerraForm on my work and my home computers?
- Q. How many times can I activate TerraForm?
- Q. Can my colleague activate TerraForm on their computer?
- Q. Where do I find my Activation Key(s)?
- Q. What is the Activated By field for?
- Q. Will TerraForm deactivate when my subscription is cancelled?
- Q. Can I get a free trial of TerraForm?
- Q. Do I need a subscription to get the 10 day free trial?
- Q. Does the free trial include all features of TerraForm?
- Q. Will I be able to use my TerraForm projects after my subscription has ended?
- Q. Do I need a subscription to be able to open a project that has been built using TerraForm?
- Q. Do I need a subscription to be able to use a packaged project built with TerraForm?
- Q. How can I get an invoice for my TerraForm subscription payments?
- Q. Can I change the payment method for my subscription?
- Q. Will the renewal price of my subscription increase?
- Q. Can I update TerraForm during my subscription?
- Q. Can I use TerraForm after my subscription has ended?
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DTM Import Options
Once you’ve hit the Import DTM as Landscape button and selected the GeoTIFF DTM file you want to import, TerraForm will show you the Terrain Model Import Options window. Here you can set options for the UE4 Landscape Actor you’ll create. It looks like this:
Information:
The top section of this window shows you some information about the DTM source file you’re importing:
Source File: This is the name of the source file you’ve selected to import. Fairly self-explanatory.
Asset Path: This is where the TerraForm Landscape Anchor projection data will be stored.
Source Dimensions: The dimensions of the source file in pixels.
Pixel Size: The size of each pixel in metres.
Landscape Origin: The location of the top-left corner of your DTM in the source coordinate system.
Landscape Settings:
These settings give you the control to create a Landscape Actor that meets your requirements. There are trade-offs you should consider with respect to performance/quality, depending on the platform you’re creating your game for. Further information can be found in Epic’s UE4 Landscape Technical Guide, which you can find here:
https://docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html
These settings will affect the performance of your landscape, as well as the size/detail.
Quads per Section: A quad is the smallest unit of a landscape.
Sections per Component: Sections are the base unit of landscape LOD calculations.
Number of Components: Components are Unreal’s base unit of rendering, visibility calculation and collision. Epic recommends keeping landscapes below a total of 1024 (32 x 32 components).
Overall Resolution: Adjusting the settings above within the limitations and guidance provided by Epic’s technical guide allows you to optimise the size/detail/performance of your landscape for your application.
Material:
Landscape Material: You can set the material you’d like to apply to your landscape here.