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	<title type="html"><![CDATA[Infinity Code Forum — Terrain stitch problem]]></title>
	<link rel="self" href="https://forum.infinity-code.com/extern.php?action=feed&amp;tid=1899&amp;type=atom" />
	<updated>2022-01-06T20:43:34Z</updated>
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	<id>https://forum.infinity-code.com/viewtopic.php?id=1899</id>
		<entry>
			<title type="html"><![CDATA[Re: Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7997#p7997" />
			<content type="html"><![CDATA[<p>So as a follow-up, I&#039;ve just solved my problem. Mercator sizes didn&#039;t work in this case, but fixed sizes did. It also automatically adjusted in the y axes, and now they fit. I don&#039;t know if there was some functionality on that, but I am glad it did.</p><p>For those interested, I did it with fixed sizes by doing some math. So, as I said, I selected on the helper grid squares of 13.15596x13.15579km divided in the following way: 13x13 tiles. If you use 13x13 tiles, to get close to the value on the grid, 1012x1012m should be very close (13.156x13.156km).</p><p>Now to fit multiple 13x13 chunks of terrains together, just move on the x axis by 13156, and they perfectly fit. (If there are still some height variation reconnect terrains and use smooth height tool, or even better Terrain Stitcher asset by NatureManufacture).</p><p>Thanks again for the support Alex. <img src="https://forum.infinity-code.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[tony747]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=1818</uri>
			</author>
			<updated>2022-01-06T20:43:34Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7997#p7997</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7995#p7995" />
			<content type="html"><![CDATA[<p>Thanks a lot. On the first point, that must be it, I&#039;ll try to solve it.<br />On the second one, it wasn&#039;t neighbouring problem, I could use brush and it worked perfectly. Maybe it was also the problem above that caused it. I&#039;ll try in a bit and get back.</p><p>Thanks again.</p>]]></content>
			<author>
				<name><![CDATA[tony747]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=1818</uri>
			</author>
			<updated>2022-01-06T14:46:13Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7995#p7995</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7994#p7994" />
			<content type="html"><![CDATA[<p>I see.</p><p>1. Terrains have different sizes due to the projection of the sphere onto the plane.<br />To get around this use Terrains / Size Type - Mercator sizes.<br />This should also solve the texture problem.<br />2. You see seams and height differences because your terrains are not neighbors.<br />RWT can only set neighbors for terrains generated in one start.<br />Use Terrain.SetNeighbors to set neighbors.<br /><a href="https://docs.unity3d.com/ScriptReference/Terrain.SetNeighbors.html">https://docs.unity3d.com/ScriptReferenc … hbors.html</a><br />The smooth tool itself does not work as expected for the same reason.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2022-01-06T12:58:30Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7994#p7994</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7993#p7993" />
			<content type="html"><![CDATA[<p>The memory isn&#039;t the only problem I wrote in there. And I don&#039;t think it is a problem at all with the memory, it&#039;s just an optimization issue. If I exceeded 1gb of it, it would throw this error.</p><p>But this wouldn&#039;t be a problem because I can import 169 terrain tiles (of 1km each) at a time. I just want to stitch the 169 terrains, with other chunks of 169 terrains where they meet. That&#039;s it.</p><p>And online maps are not suitable for this. I need to build, sculpt, retexture some ares. So runtime solutions aren&#039;t an option.</p>]]></content>
			<author>
				<name><![CDATA[tony747]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=1818</uri>
			</author>
			<updated>2022-01-06T12:17:54Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7993#p7993</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7992#p7992" />
			<content type="html"><![CDATA[<p>Most likely, you simply do not have enough memory to do this.<br />It seems to me that for your task it is better to use runtime solutions, such as Online Maps.</p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2022-01-06T11:14:39Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7992#p7992</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7991#p7991" />
			<content type="html"><![CDATA[<p>Tried it, but it gives me an error related to memory.<br />I cannot use the solution in your video because:<br />1. The terrain tiles will be too big and if I try to divide them multiple times at import, it will throw the error (tried it)<br />2. I need many tiles, so I can have 1k texture per 1km tile around the player and lower in the background (like 256)<br />3. I cannot properly sculpt into a let&#039;s say 10km tile, because I assume the height map resolution has to be insane.<br />4. I haven&#039;t tested it yet, but I guess it would be easier for World Streamer 2 to process 1km 1k textures at a certain point.</p>]]></content>
			<author>
				<name><![CDATA[tony747]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=1818</uri>
			</author>
			<updated>2022-01-06T10:31:54Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7991#p7991</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7990#p7990" />
			<content type="html"><![CDATA[<p>Hello.</p><p>As I understand the description of what you are doing, you generate one terrain at a time, right?<br />You need to generate the entire grid with minimal settings at a time.<br />Then regenerate the required terrains with high settings.<br />Here&#039;s a short video about it:<br /><a href="https://www.youtube.com/watch?v=YAlHfshkVnE">https://www.youtube.com/watch?v=YAlHfshkVnE</a></p>]]></content>
			<author>
				<name><![CDATA[Alex Vertax]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=2</uri>
			</author>
			<updated>2022-01-06T09:53:43Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7990#p7990</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Terrain stitch problem]]></title>
			<link rel="alternate" href="https://forum.infinity-code.com/viewtopic.php?pid=7989#p7989" />
			<content type="html"><![CDATA[<p>Hi there. I&#039;ve recently bought RWT and started importing terrains. I basically need a big area in Austria &amp; Germany that will also extend overtime.</p><p>Because I cannot import that much at a time, I started importing chunks (selected on the grid in the helper tab), resulting in 13.15596x13.15579km, so I decided to divide into 13x13 terrains tiles when importing. </p><p>I&#039;ve got 6 chunks of this kind and I don&#039;t know how to match them together, because of multiple reasons:<br />1. They don&#039;t match in height, even if I import a terrain right from where the other one ended (on the grid)<br />2. If I set them 13.15596km from each other, they still don&#039;t match up (usually overlap)<br />3. If I try the terrain smooth tool, they smooth together but still have a height difference, even if they match in shape<br />4. The textures don&#039;t match perfectly either, even if, again, I selected them perfectly on the grid of the helper (even with &quot;show best rect&quot; checked)</p><p>I should mention that I&#039;ve tried Terrain Stitcher asset from NatureManufacture and still cannot perform this.</p><p>So, is there any way to match these chunks of terrains automatically in an effective way? Did I miss something?</p>]]></content>
			<author>
				<name><![CDATA[tony747]]></name>
				<uri>https://forum.infinity-code.com/profile.php?id=1818</uri>
			</author>
			<updated>2022-01-05T22:02:24Z</updated>
			<id>https://forum.infinity-code.com/viewtopic.php?pid=7989#p7989</id>
		</entry>
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