コード例 #1
0
		/// <summary>
		/// Creates terrain from given volumeInfo for the given gameObject.
		/// If gameObject has a valid Terrain component, then it is reused.
		/// Similarly, if the Terrain component has a valid TerrainData, or if the given terrainData is valid, then it is used.
		/// Otherwise a new TerrainData is created and set to the Terrain.
		/// Populates the volumePositionOffset with the heightfield offset position.
		/// Returns true if successfully created the terrain, otherwise false.
		/// </summary>
		/// <param name="session">Houdini Engine session to query heightfield data from</param>
		/// <param name="volumeInfo">Volume info pertaining to the heightfield to generate the Terrain from</param>
		/// <param name="geoID">The geometry ID</param>
		/// <param name="partID">The part ID (height layer)</param>
		/// <param name="gameObject">The target GameObject containing the Terrain component</param>
		/// <param name="terrainData">A valid TerrainData to use, or if empty, a new one is created and populated</param>
		/// <param name="volumePositionOffset">Heightfield offset</param>
		/// <returns>True if successfully popupated the terrain</returns>
		public static bool GenerateTerrainFromVolume(HEU_SessionBase session, ref HAPI_VolumeInfo volumeInfo, HAPI_NodeId geoID, HAPI_PartId partID,
			GameObject gameObject, ref TerrainData terrainData, out Vector3 volumePositionOffset, ref Terrain terrain)
		{
			volumePositionOffset = Vector3.zero;

			if (volumeInfo.zLength == 1 && volumeInfo.tupleSize == 1)
			{
				// Heightfields will be converted to terrain in Unity.
				// Unity requires terrainData.heightmapResolution to be square power of two plus 1 (eg. 513, 257, 129, 65).
				// Houdini gives volumeInfo.xLength and volumeInfo.yLength which are the number of height values per dimension.
				// Note that volumeInfo.xLength and volumeInfo.yLength is equal to Houdini heightfield size / grid spacing.
				// The heightfield grid spacing is given as volumeTransformMatrix.scale but divided by 2 (grid spacing / 2 = volumeTransformMatrix.scale).
				// It is recommended to use grid spacing of 2.

				// Use the volumeInfo.transform to get the actual heightfield position and size.
				Matrix4x4 volumeTransformMatrix = HEU_HAPIUtility.GetMatrixFromHAPITransform(ref volumeInfo.transform, false);
				Vector3 position = HEU_HAPIUtility.GetPosition(ref volumeTransformMatrix);
				Vector3 scale = HEU_HAPIUtility.GetScale(ref volumeTransformMatrix);

				// Calculate real terrain size in both Houdini and Unity.
				// The height values will be mapped over this terrain size.
				float gridSpacingX = scale.x * 2f;
				float gridSpacingY = scale.y * 2f;
				float terrainSizeX = Mathf.Round((volumeInfo.xLength - 1) * gridSpacingX);
				float terrainSizeY = Mathf.Round((volumeInfo.yLength - 1) * gridSpacingY);

				// Test size
				//float terrainSizeX = Mathf.Round((volumeInfo.xLength) * gridSpacingX);
				//float terrainSizeY = Mathf.Round((volumeInfo.yLength) * gridSpacingY);

				//Debug.LogFormat("GS = {0},{1},{2}. SX = {1}. SY = {2}", gridSpacingX, gridSpacingY, terrainSizeX, terrainSizeY);

				//Debug.LogFormat("HeightField Pos:{0}, Scale:{1}", position, scale.ToString("{0.00}"));
				//Debug.LogFormat("HeightField tileSize:{0}, xLength:{1}, yLength:{2}", volumeInfo.tileSize.ToString("{0.00}"), volumeInfo.xLength.ToString("{0.00}"), volumeInfo.yLength.ToString("{0.00}"));
				//Debug.LogFormat("HeightField Terrain Size x:{0}, y:{1}", terrainSizeX.ToString("{0.00}"), terrainSizeY.ToString("{0.00}"));
				//Debug.LogFormat("HeightField minX={0}, minY={1}, minZ={2}", volumeInfo.minX.ToString("{0.00}"), volumeInfo.minY.ToString("{0.00}"), volumeInfo.minZ.ToString("{0.00}"));

				const int UNITY_MINIMUM_HEIGHTMAP_RESOLUTION = 33;
				if (terrainSizeX < UNITY_MINIMUM_HEIGHTMAP_RESOLUTION || terrainSizeY < UNITY_MINIMUM_HEIGHTMAP_RESOLUTION)
				{
					Debug.LogWarningFormat("Unity Terrain has a minimum heightmap resolution of {0}. This HDA heightmap size is {1}x{2}."
						+ "\nPlease resize the terrain to a value higher than this.",
						UNITY_MINIMUM_HEIGHTMAP_RESOLUTION, terrainSizeX, terrainSizeY);
					return false;
				}

				bool bNewTerrain = false;
				bool bNewTerrainData = false;
				terrain = gameObject.GetComponent<Terrain>();
				if (terrain == null)
				{
					terrain = gameObject.AddComponent<Terrain>();
					bNewTerrain = true;
				}

#if !HEU_TERRAIN_COLLIDER_DISABLED
				TerrainCollider collider = HEU_GeneralUtility.GetOrCreateComponent<TerrainCollider>(gameObject);
#endif

				// Look up terrain material, if specified, on the height layer
				string specifiedTerrainMaterialName = HEU_GeneralUtility.GetMaterialAttributeValueFromPart(session,
					geoID, partID);

				// This ensures to reuse existing terraindata, and only creates new if none exist or none provided
				if (terrain.terrainData == null)
				{
					if (terrainData == null)
					{
						terrainData = new TerrainData();
						bNewTerrainData = true;
					}

					terrain.terrainData = terrainData;
					SetTerrainMaterial(terrain, specifiedTerrainMaterialName);
				}

				terrainData = terrain.terrainData;

#if !HEU_TERRAIN_COLLIDER_DISABLED
				collider.terrainData = terrainData;
#endif

				if (bNewTerrain)
				{
#if UNITY_2018_3_OR_NEWER
					terrain.allowAutoConnect = true;
					// This has to be set after setting material
					terrain.drawInstanced = true;
#endif
				}

				// Heightmap resolution must be square power-of-two plus 1. 
				// Unity will automatically resize terrainData.heightmapResolution so need to handle the changed size (if Unity changed it).
				int heightMapResolution = volumeInfo.xLength;
				terrainData.heightmapResolution = heightMapResolution;
				int terrainResizedDelta = terrainData.heightmapResolution - heightMapResolution;
				if (terrainResizedDelta < 0)
				{
					Debug.LogWarningFormat("Note that Unity automatically resized terrain resolution to {0} from {1}. Use terrain size of power of two plus 1, and grid spacing of 2.", heightMapResolution, terrainData.heightmapResolution);
					heightMapResolution = terrainData.heightmapResolution;
				}
				else if (terrainResizedDelta > 0)
				{
					Debug.LogErrorFormat("Unsupported terrain size. Use terrain size of power of two plus 1, and grid spacing of 2. Given size is {0} but Unity resized it to {1}.", heightMapResolution, terrainData.heightmapResolution);
					return false;
				}

				int mapWidth = volumeInfo.xLength;
				int mapHeight = volumeInfo.yLength;

				// Get the converted height values from Houdini and find the min and max height range.
				float minHeight = 0;
				float maxHeight = 0;
				float heightRange = 0;
				bool bUseHeightRangeOverride = true;

				float[] normalizedHeights = GetNormalizedHeightmapFromPartWithMinMax(session, geoID, partID, 
					volumeInfo.xLength, volumeInfo.yLength, ref minHeight, ref maxHeight, ref heightRange, 
					bUseHeightRangeOverride);
				float[,] unityHeights = ConvertHeightMapHoudiniToUnity(heightMapResolution, heightMapResolution, normalizedHeights);

				// The terrainData.baseMapResolution is not set here, but rather left to whatever default Unity uses
				// The terrainData.alphamapResolution is set later when setting the alphamaps.

				if (bNewTerrainData)
				{
					// 32 is the default for resolutionPerPatch
					const int detailResolution = 1024;
					const int resolutionPerPatch = 32;
					terrainData.SetDetailResolution(detailResolution, resolutionPerPatch);
				}

				// Note SetHeights must be called before setting size in next line, as otherwise
				// the internal terrain size will not change after setting the size.
				terrainData.SetHeights(0, 0, unityHeights);

				// Note that Unity uses a default height range of 600 when a flat terrain is created.
				// Without a non-zero value for the height range, user isn't able to draw heights.
				// Therefore, set 600 as the value if height range is currently 0 (due to flat heightfield).
				if (heightRange == 0)
				{
					heightRange = terrainData.size.y > 1 ? terrainData.size.y : 600;
				}

				terrainData.size = new Vector3(terrainSizeX, heightRange, terrainSizeY);

				terrain.Flush();

				// Unity Terrain has origin at bottom left, whereas Houdini uses centre of terrain. 

				// Use volume bounds to set position offset when using split tiles
				float xmin, xmax, zmin, zmax, ymin, ymax, xcenter, ycenter, zcenter;
				session.GetVolumeBounds(geoID, partID, out xmin, out ymin, out zmin, out xmax, out ymax, out zmax, out xcenter,
					out ycenter, out zcenter);
				//Debug.LogFormat("xmin: {0}, xmax: {1}, ymin: {2}, ymax: {3}, zmin: {4}, zmax: {5}, xc: {6}, yc: {7}, zc: {8}",
				//	xmin, xmax, ymin, ymax, zmin, zmax, xcenter, ycenter, zcenter);

				// Offset position is based on size of heightfield
				float offsetX = (float)heightMapResolution / (float)mapWidth;
				float offsetZ = (float)heightMapResolution / (float)mapHeight;
				//Debug.LogFormat("offsetX: {0}, offsetZ: {1}", offsetX, offsetZ);

				// Use y position from attribute if user has set it
				float ypos = position.y + minHeight;
				float userYPos;
				if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID,
					HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_YPOS, out userYPos))
				{
					ypos = userYPos;
				}

				// TODO: revisit how the position is calculated
				volumePositionOffset = new Vector3((terrainSizeX + xmin) * offsetX, ypos, zmin * offsetZ);

				// Test position
				//volumePositionOffset = new Vector3(xcenter + mapWidth, ycenter, zcenter - mapHeight);

				return true;
			}
			else
			{
				Debug.LogWarning("Non-heightfield volume type not supported!");
			}

			return false;
		}
コード例 #2
0
		public bool GenerateTerrainBuffers(HEU_SessionBase session, HAPI_NodeId nodeID, List<HAPI_PartInfo> volumeParts,
			List<HAPI_PartInfo> scatterInstancerParts, out List<HEU_LoadBufferVolume> volumeBuffers)
		{
			volumeBuffers = null;
			if (volumeParts.Count == 0)
			{
				return true;
			}

			volumeBuffers = new List<HEU_LoadBufferVolume>();
			int detailResolution = 0;

			int numParts = volumeParts.Count;
			for (int i = 0; i < numParts; ++i)
			{
				HAPI_VolumeInfo volumeInfo = new HAPI_VolumeInfo();
				bool bResult = session.GetVolumeInfo(nodeID, volumeParts[i].id, ref volumeInfo);
				if (!bResult || volumeInfo.tupleSize != 1 || volumeInfo.zLength != 1 || volumeInfo.storage != HAPI_StorageType.HAPI_STORAGETYPE_FLOAT)
				{
					SetLog(HEU_LoadData.LoadStatus.ERROR, "This heightfield is not supported. Please check documentation.");
					return false;
				}

				if (volumeInfo.xLength != volumeInfo.yLength)
				{
					SetLog(HEU_LoadData.LoadStatus.ERROR, "Non-square sized terrain not supported.");
					return false;
				}

				string volumeName = HEU_SessionManager.GetString(volumeInfo.nameSH, session);

				HFLayerType layerType = HEU_TerrainUtility.GetHeightfieldLayerType(session, nodeID, volumeParts[i].id, volumeName);

				//Debug.LogFormat("Index: {0}, Part id: {1}, Part Name: {2}, Volume Name: {3}", i, volumeParts[i].id, HEU_SessionManager.GetString(volumeParts[i].nameSH), volumeName);

				// Ignoring mask layer because it is Houdini-specific (same behaviour as regular HDA terrain generation)
				if (layerType == HFLayerType.MASK)
				{
					continue;
				}

				HEU_LoadBufferVolumeLayer layer = new HEU_LoadBufferVolumeLayer();
				layer._layerName = volumeName;
				layer._partID = volumeParts[i].id;
				layer._heightMapWidth = volumeInfo.xLength;
				layer._heightMapHeight = volumeInfo.yLength;
				layer._layerType = layerType;

				Matrix4x4 volumeTransformMatrix = HEU_HAPIUtility.GetMatrixFromHAPITransform(ref volumeInfo.transform, false);
				layer._position = HEU_HAPIUtility.GetPosition(ref volumeTransformMatrix);
				Vector3 scale = HEU_HAPIUtility.GetScale(ref volumeTransformMatrix);

				// Calculate real terrain size in both Houdini and Unity.
				// The height values will be mapped over this terrain size.
				float gridSpacingX = scale.x * 2f;
				float gridSpacingY = scale.y * 2f;
				layer._terrainSizeX = Mathf.Round((volumeInfo.xLength - 1) * gridSpacingX);
				layer._terrainSizeY = Mathf.Round((volumeInfo.yLength - 1) * gridSpacingY);

				// Get volume bounds for calculating position offset
				session.GetVolumeBounds(nodeID, volumeParts[i].id, 
					out layer._minBounds.x, out layer._minBounds.y, out layer._minBounds.z, 
					out layer._maxBounds.x, out layer._maxBounds.y, out layer._maxBounds.z, 
					out layer._center.x, out layer._center.y, out layer._center.z);

				// Look up TerrainLayer file via attribute if user has set it
				layer._layerPath = HEU_GeneralUtility.GetAttributeStringValueSingle(session, nodeID, volumeParts[i].id,
					HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINLAYER_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM);

				if (layerType != HFLayerType.DETAIL)
				{
					layer._hasLayerAttributes = HEU_TerrainUtility.VolumeLayerHasAttributes(session, nodeID, volumeParts[i].id);

					if (layer._hasLayerAttributes)
					{
						LoadStringFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TEXTURE_DIFFUSE_ATTR, ref layer._diffuseTexturePath);
						LoadStringFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TEXTURE_MASK_ATTR, ref layer._maskTexturePath);
						LoadStringFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TEXTURE_NORMAL_ATTR, ref layer._normalTexturePath);

						LoadFloatFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_NORMAL_SCALE_ATTR, ref layer._normalScale);
						LoadFloatFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_METALLIC_ATTR, ref layer._metallic);
						LoadFloatFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_SMOOTHNESS_ATTR, ref layer._smoothness);

						LoadLayerColorFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_SPECULAR_ATTR, ref layer._specularColor);
						LoadLayerVector2FromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TILE_OFFSET_ATTR, ref layer._tileOffset);
						LoadLayerVector2FromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TILE_SIZE_ATTR, ref layer._tileSize);
					}

					// Get the height values from Houdini along with the min and max height range.
					layer._normalizedHeights = HEU_TerrainUtility.GetNormalizedHeightmapFromPartWithMinMax(
						_session, nodeID, volumeParts[i].id, volumeInfo.xLength, volumeInfo.yLength,
						ref layer._minHeight, ref layer._maxHeight, ref layer._heightRange,
						(layerType == HFLayerType.HEIGHT));
				}

				// Get the tile index, if it exists, for this part
				HAPI_AttributeInfo tileAttrInfo = new HAPI_AttributeInfo();
				int[] tileAttrData = new int[0];
				HEU_GeneralUtility.GetAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.HAPI_HEIGHTFIELD_TILE_ATTR, ref tileAttrInfo, ref tileAttrData, session.GetAttributeIntData);

				int tileIndex = 0;
				if (tileAttrInfo.exists && tileAttrData.Length == 1)
				{
					tileIndex = tileAttrData[0];
				}

				// Add layer based on tile index
				if (tileIndex >= 0)
				{
					HEU_LoadBufferVolume volumeBuffer = null;
					for(int j = 0; j < volumeBuffers.Count; ++j)
					{
						if (volumeBuffers[j]._tileIndex == tileIndex)
						{
							volumeBuffer = volumeBuffers[j];
							break;
						}
					}

					if (volumeBuffer == null)
					{
						volumeBuffer = new HEU_LoadBufferVolume();
						volumeBuffer.InitializeBuffer(volumeParts[i].id, volumeName, false, false);

						volumeBuffer._tileIndex = tileIndex;
						volumeBuffers.Add(volumeBuffer);
					}

					if (layerType == HFLayerType.HEIGHT)
					{
						// Height layer always first layer
						volumeBuffer._splatLayers.Insert(0, layer);

						volumeBuffer._heightMapWidth = layer._heightMapWidth;
						volumeBuffer._heightMapHeight = layer._heightMapHeight;
						volumeBuffer._terrainSizeX = layer._terrainSizeX;
						volumeBuffer._terrainSizeY = layer._terrainSizeY;
						volumeBuffer._heightRange = layer._heightRange;

						// The terrain heightfield position in y requires offset of min height
						layer._position.y += layer._minHeight;

						// Use y position from attribute if user has set it
						float userYPos;
						if (HEU_GeneralUtility.GetAttributeFloatSingle(session, nodeID, volumeParts[i].id,
							HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_YPOS, out userYPos))
						{
							layer._position.y = userYPos;
						}

						// Look up TerrainData file path via attribute if user has set it
						volumeBuffer._terrainDataPath = HEU_GeneralUtility.GetAttributeStringValueSingle(session, nodeID, volumeBuffer._id,
							HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINDATA_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM);

						// Look up TerrainData export file path via attribute if user has set it
						volumeBuffer._terrainDataExportPath = HEU_GeneralUtility.GetAttributeStringValueSingle(session, nodeID, volumeBuffer._id,
							HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINDATA_EXPORT_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM);

						// Load the TreePrototype buffers
						List<HEU_TreePrototypeInfo> treePrototypeInfos = HEU_TerrainUtility.GetTreePrototypeInfosFromPart(session, nodeID, volumeBuffer._id);
						if (treePrototypeInfos != null)
						{
							if (volumeBuffer._scatterTrees == null)
							{
								volumeBuffer._scatterTrees = new HEU_VolumeScatterTrees();
							}
							volumeBuffer._scatterTrees._treePrototypInfos = treePrototypeInfos;
						}

						HEU_TerrainUtility.PopulateDetailProperties(session, nodeID, 
							volumeBuffer._id, ref volumeBuffer._detailProperties);

						// Get specified material if any
						volumeBuffer._specifiedTerrainMaterialName = HEU_GeneralUtility.GetMaterialAttributeValueFromPart(session,
							nodeID, volumeBuffer._id);
					}
					else if(layer._layerType == HFLayerType.DETAIL)
					{
						// Get detail prototype
						HEU_DetailPrototype detailPrototype = null;
						HEU_TerrainUtility.PopulateDetailPrototype(session, nodeID, volumeParts[i].id, ref detailPrototype);

						int[,] detailMap = HEU_TerrainUtility.GetDetailMapFromPart(session, nodeID,
							volumeParts[i].id, out detailResolution);

						volumeBuffer._detailPrototypes.Add(detailPrototype);
						volumeBuffer._detailMaps.Add(detailMap);

						// Set the detail resolution which is formed from the detail layer
						if (volumeBuffer._detailProperties == null)
						{
							volumeBuffer._detailProperties = new HEU_DetailProperties();
						}
						volumeBuffer._detailProperties._detailResolution = detailResolution;
					}
					else
					{
						volumeBuffer._splatLayers.Add(layer);
					}
				}

				Sleep();
			}

			// Each volume buffer is a self contained terrain tile
			foreach(HEU_LoadBufferVolume volumeBuffer in volumeBuffers)
			{
				List<HEU_LoadBufferVolumeLayer> layers = volumeBuffer._splatLayers;
				//Debug.LogFormat("Heightfield: tile={0}, layers={1}", tile._tileIndex, layers.Count);

				int heightMapWidth = volumeBuffer._heightMapWidth;
				int heightMapHeight = volumeBuffer._heightMapHeight;

				int numLayers = layers.Count;
				if (numLayers > 0)
				{
					// Convert heightmap values from Houdini to Unity
					volumeBuffer._heightMap = HEU_TerrainUtility.ConvertHeightMapHoudiniToUnity(heightMapWidth, heightMapHeight, layers[0]._normalizedHeights);

					Sleep();

					// Convert splatmap values from Houdini to Unity.
					// Start at 2nd index since height is strictly for height values (not splatmap).
					List<float[]> heightFields = new List<float[]>();
					for(int m = 1; m < numLayers; ++m)
					{
						// Ignore Detail layers as they are handled differently
						if(layers[m]._layerType != HFLayerType.DETAIL)
						{
							heightFields.Add(layers[m]._normalizedHeights);
						}
					}

					// The number of maps are the number of splatmaps (ie. non height/mask layers)
					int numMaps = heightFields.Count;
					if (numMaps > 0)
					{
						// Using the first splatmap size for all splatmaps
						volumeBuffer._splatMaps = HEU_TerrainUtility.ConvertHeightFieldToAlphaMap(layers[1]._heightMapWidth, layers[1]._heightMapHeight, heightFields);
					}
					else
					{
						volumeBuffer._splatMaps = null;
					}

					// TODO: revisit how the position is calculated
					volumeBuffer._position = new Vector3(
						volumeBuffer._terrainSizeX + volumeBuffer._splatLayers[0]._minBounds.x, 
						volumeBuffer._splatLayers[0]._position.y, 
						volumeBuffer._splatLayers[0]._minBounds.z);
				}
			}

			// Process the scatter instancer parts to get the scatter data
			for (int i = 0; i < scatterInstancerParts.Count; ++i)
			{
				// Find the terrain tile (use primitive attr). Assume 0 tile if not set (i.e. not split into tiles)
				int terrainTile = 0;
				HAPI_AttributeInfo tileAttrInfo = new HAPI_AttributeInfo();
				int[] tileAttrData = new int[0];
				if (!HEU_GeneralUtility.GetAttribute(session, nodeID, scatterInstancerParts[i].id, HEU_Defines.HAPI_HEIGHTFIELD_TILE_ATTR, ref tileAttrInfo, ref tileAttrData, session.GetAttributeIntData))
				{
					// Try part 0 (the height layer) to get the tile index.
					// For scatter points merged with HF, in some cases the part ID doesn't have the tile attribute.
					HEU_GeneralUtility.GetAttribute(session, nodeID, 0, HEU_Defines.HAPI_HEIGHTFIELD_TILE_ATTR, ref tileAttrInfo, ref tileAttrData, session.GetAttributeIntData);
				}

				if (tileAttrData != null && tileAttrData.Length > 0)
				{
					terrainTile = tileAttrData[0];
				}

				// Find the volume layer associated with this part using the terrain tile index
				HEU_LoadBufferVolume volumeBuffer = GetLoadBufferVolumeFromTileIndex(terrainTile, volumeBuffers);
				if (volumeBuffer == null)
				{
					continue;
				}

				HEU_TerrainUtility.PopulateScatterTrees(session, nodeID, scatterInstancerParts[i].id, scatterInstancerParts[i].pointCount, ref volumeBuffer._scatterTrees);
			}

			return true;
		}