Topic: A new way to capture terrains ?
The anchor you added in 188.8.131.52 is a great feature. You could add a checkbox “center anchor” and then calculate the center coordinates.
I would like to suggest another way to capture a terrain than selecting its boundaries, which is not always, to me, the most convenient.
The main problem is that if you want to get a nice horizon aspect (as if the terrain would be limitless) you need to capture a very large terrain.
I am using terrains within oculus Quest, so memory optimisation is very important.
My actual process is as follow (tell me what you think, maybe I am wrong…) :
I capture the terrain that I need with a high resolution. I prefer to capture large tiles (8192x8192) to avoid the meshes junction issues that may happen between the tiles.
I capture a larger terrain (5x the 1st terrain size) with a lower resolution.
I place the 1st terrain above the second one
As I use invisible fences around the high res terrain, the result is correct, but this process could be easier : it would be great if the resolution of the surrounding tiles could be automatically adjusted.
When I want to capture a terrain, I know 2 things :
the center of this terrain
the (approximative) area that I need in high resolution that could be adjusted to match the tiles.
The rest of the process could be automated, capturing all the needed tiles automatically, in the desired resolution, as shown on the picture below.
Another idea to improve the “infinite” horizon aspect could be to raise the mesh boudaries of the “external” terrains in order that they match the horizon line, I don’t know if this is possible.