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		<title><![CDATA[Infinity Code Forum — Terrain height]]></title>
		<link>https://forum.infinity-code.com/viewtopic.php?id=753</link>
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		<description><![CDATA[The most recent posts in Terrain height.]]></description>
		<lastBuildDate>Tue, 23 Jan 2018 00:12:48 +0000</lastBuildDate>
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			<title><![CDATA[Re: Terrain height]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=3251#p3251</link>
			<description><![CDATA[<p>Hello.</p><p>Technically, this is possible.<br />But as a result, all your terrains will have different &quot;position.y&quot; and &quot;Terrain Height&quot;.<br />This can break the terrain neighbors, and you will see gaps between the terrains.<br /><a href="https://docs.unity3d.com/ScriptReference/Terrain.SetNeighbors.html">https://docs.unity3d.com/ScriptReferenc … hbors.html</a></p>]]></description>
			<author><![CDATA[null@example.com (Alex Vertax)]]></author>
			<pubDate>Tue, 23 Jan 2018 00:12:48 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=3251#p3251</guid>
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			<title><![CDATA[Terrain height]]></title>
			<link>https://forum.infinity-code.com/viewtopic.php?pid=3249#p3249</link>
			<description><![CDATA[<p>Hi,</p><p>Is it possible to generate each terrain piece with the full 16-bit height range? At the moment the tonal range seems to be determined by the height of the source object for all tiles. In my case, this means each tile only uses a small slice of the available 16-bit colour range, making them bumpy to move over.</p><p>Any help appreciated!</p><p>Best regards,<br />Rob</p>]]></description>
			<author><![CDATA[null@example.com (rob)]]></author>
			<pubDate>Mon, 22 Jan 2018 21:40:55 +0000</pubDate>
			<guid>https://forum.infinity-code.com/viewtopic.php?pid=3249#p3249</guid>
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