[Plugin] Terrain Reshaper
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Didier:
Suggestion/Request
When dealing with a large terrain surface, the Parsing, Triangulation, and Merging functions of the script can take quite a while.
I was wondering if at the end of each function (before the user goes to the next) if an elapsed time could be shown. At the completion of the script, then a final dialog would be displayed showing the elapsed time of each function.
This way, if you had to convert a series of similar terrains, you wouldn't have to wait around at your computer ... just go do something else and come back according the to elapsed times of the first reshaping session.
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effing fantastic plugin. i could have done with this a few weeks back, works great
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sometimes, when you have got a terrain with a lot of detail in places and very little information in others, the terrain reshaper has to be set according to the highest level of detail. that results in models with unnecessarily large numbers of vertexes.
therefore the idea for an improved plugin - the Dynamic Terrain Reshaper! you define a maximum vertex size and a minimum vertex size. then the plugin calculates the whole terrain with the large vertices and subdivides, where neccessary, until it reaches the minimum vertex size limit.
was that comprehensible? -
I just used it for a terrain with steep slopes (a vertical rock face). The plugin has much better results than the polygon reducer (which produces many long stretched vertices).
I like your idea much! Maybe the vertex size should also consider the slope.
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Didier:
I am inferring that this tool is like a re-topology process. Is that correct? -
@aerilius said:
Maybe the vertex size should also consider the slope.
good thinking! could be quite difficult though, because as I understand it, it would differ completely from todays procedure of the plugin (which casts rays vertically onto the terrain). any ideas how it could be done (that the vertex distribution is relative to the terrain normals and not to the top view)?
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I don't understand "vertex size"? Do you mean the interior angle subtended by its edges? Otherwise, a vertex is a dimensionless point.
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sorry. I meant polygons.
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Thank you so much.You make a good change.
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I've used the original a few times and it's great for simplifying nasty terrain. Thanks for the update on it!
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how to get it
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Hi SUCCESS01,
Download it from the very first post of the topic.
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I need to eliminate the faces on overlapping terrain patches to be able to make one large clean mesh.
But when I run TR from the menu (after having made the two to a group and the group selected) its not happening....
It does show the "Computing faces area..." in the feedback part of the SU interface....but the pop up window doesn't show up...
What am I doing wrong?
thanx in advance
l
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Thank you very much Didier..... Great Work!!!
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please note: I'm going to leave this post as the issues are there but not at all urgent. I'm not pursuing reshaping my terrain because I think it is simple enough and nothing really is going to help it be any other than flat and boring.
I'm getting hangs at 8-9%. Will try with a smaller selection.
With a smaller selection, hang occurs at 85%.Smaller still, it finishes. I thought I had given it sufficient time but perhaps not. I'll let it run while overnight.
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@Brookefox I'm getting similar symptoms with SU 2013. Did you come up with any solution?
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Hello,
On 2014 - "Terrain Reshaper" seems to be missing from the Tools menu???
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Didier has agreed that I might update some of his scripts in the PluginStore, so that they are compatible with v2014/2015.
Please get the latest version of Terrain-Reshaper from the PluginStore http://sketchucation.com/pluginstore?pln=terrain_reshaper -
hi there
I really love this tool
any possibility to make an update so that it can handle objects and re shape that too.
At the moment it can only re shape horizontal surfaces. Say i sculpt something like a rock, it would be great for this tool to take this and reshape its topology neatly like this (closed surfaces)
Ever further.. having a stone wall, where multiple objects connect to each other (penetrating each other) where this updated tool can build one poly mesh from all of this merged. Is this a possibility? thanks- keep up with the good works
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