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I'm running provided example of rsl_rl for Anymal-C robot in rough terrain environment with curriculum setting as terrain levels , but I can see that generated terrain is transposed and robot spawned on all terrains even if I have set the max_init_terrain_level=1.
As per my understanding when curriculum is active the terrain levels are labelled as per sequence of sub terrains in TerrainGeneratorCfg.
The curriculum attribute of your terrain generator should be set to True, it defaults to False, this can be set in the post_init of the EnvCfg class as such:
I thought curriculum is entire terrain region and terrain levels are the no of sub terrain. Example - Flat, slope,rough, stairs. But upon reviewing I found that levels are based upon no of rows and curriculum is for each sub terrain. If we select slope terrain then sub-terrains generated from min slope to maximum slope from given range.
I'm running provided example of rsl_rl for Anymal-C robot in rough terrain environment with curriculum setting as terrain levels , but I can see that generated terrain is transposed and robot spawned on all terrains even if I have set the max_init_terrain_level=1.
As per my understanding when curriculum is active the terrain levels are labelled as per sequence of sub terrains in TerrainGeneratorCfg.
terrain = TerrainImporterCfg(
prim_path="/World/ground",
terrain_type="generator",
terrain_generator=ROUGH_TERRAINS_CFG,
max_init_terrain_level=1,
collision_group=-1,
physics_material=sim_utils.RigidBodyMaterialCfg(
friction_combine_mode="multiply",
restitution_combine_mode="multiply",
static_friction=1.0,
dynamic_friction=1.0,
),
visual_material=sim_utils.MdlFileCfg(
mdl_path=f"{ISAACLAB_NUCLEUS_DIR}/Materials/TilesMarbleSpiderWhiteBrickBondHoned/TilesMarbleSpiderWhiteBrickBondHoned.mdl",
project_uvw=True,
texture_scale=(0.25, 0.25),
),
debug_vis=False,
ROUGH_TERRAINS_CFG = TerrainGeneratorCfg(
size=(8.0, 8.0),
border_width=20.0,
num_rows=10,
num_cols=20,
horizontal_scale=0.1,
vertical_scale=0.005,
slope_threshold=0.75,
use_cache=False,
sub_terrains={
"pyramid_stairs": terrain_gen.MeshPyramidStairsTerrainCfg(
proportion=0.2,
step_height_range=(0.05, 0.23),
step_width=0.3,
platform_width=3.0,
border_width=1.0,
holes=False,
),
"pyramid_stairs_inv": terrain_gen.MeshInvertedPyramidStairsTerrainCfg(
proportion=0.2,
step_height_range=(0.05, 0.23),
step_width=0.3,
platform_width=3.0,
border_width=1.0,
holes=False,
),
"boxes": terrain_gen.MeshRandomGridTerrainCfg(
proportion=0.2, grid_width=0.45, grid_height_range=(0.05, 0.2), platform_width=2.0
),
"random_rough": terrain_gen.HfRandomUniformTerrainCfg(
proportion=0.2, noise_range=(0.02, 0.10), noise_step=0.02, border_width=0.25
),
"hf_pyramid_slope": terrain_gen.HfPyramidSlopedTerrainCfg(
proportion=0.1, slope_range=(0.0, 0.4), platform_width=2.0, border_width=0.25
),
"hf_pyramid_slope_inv": terrain_gen.HfInvertedPyramidSlopedTerrainCfg(
proportion=0.1, slope_range=(0.0, 0.4), platform_width=2.0, border_width=0.25
),
},
)
Isaac Sim Version: [e.g. 4.0, this can be obtained by
cat ${ISAACSIM_PATH}/VERSION
]OS: [e.g. Ubuntu 22.04]
GPU: [e.g. RTX 4060 Super]
CUDA: [e.g. 12.3]
GPU Driver: [e.g. 535.183.01]
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