dlk30341 opened this issue on Dec 28, 2005 ยท 17 posts
Zekaric posted Thu, 29 December 2005 at 6:18 PM
I wasn't clear. When I mentioned "paltry grid" I was trying to say the following.
Say I have a terrain of 4Kx4K points. Converting to a vertex object will just take (I believe from observation) the displayed appoximation version of the terrain not the 4Kx4K data points. The displayed approximation version maxs out at about 512x512 I think (I could be wrong) which really is a poor approximation of the full terrain.
I wanted to use this trick for a render I had in mind. I had a column that I wanted to look broken. So I figured I'd take a terrain and convert it to a vertex object and with some clean up use boolean logic to make the ragged cap. It didn't really work. :(
I've also noticed, not sure if this really matters here, is that terrains, if given a modifier in the scene, like bend, will not work on the full terrain but on the displayed appoximation version to perform it's operation. As a result the render is not what you are expecting. Which I find really bites because I wanted to make a detailed terrain and then bend it 90/180/360 degrees to make a column.
Just attaching a texture map to a terrain, that texture map should stretch to fill the entire terrain. That's why I suggested to match a texture map image with the terrain's x and y point count or multiple of the counts so that placing a detail on a terrain is pretty trivial.
Message edited on: 12/29/2005 18:20