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Eddy71 |
Posted: Mon Oct 28, 2013 3:43 am Post subject: Road - Space between road and landscape |
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Joined: 06 Oct 2013 Posts: 3
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ALicu |
Posted: Mon Oct 28, 2013 7:11 am Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
That's strange. Do you have multiple layers of heightmaps?
Can you send me a sample map with the issue? You can use my direct email address (licu at quadsoftware.com).
Kind Regards,
Adrian Licu |
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Eddy71 |
Posted: Mon Oct 28, 2013 11:39 am Post subject: |
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Joined: 06 Oct 2013 Posts: 3
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There is only one heightmap layer.
I sent you the map file.
Regards,
Eddy |
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ALicu |
Posted: Mon Oct 28, 2013 2:44 pm Post subject: |
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Joined: 12 Feb 2007 Posts: 1330
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Hi,
Thank you for the test files.
I've looked over your map and indeed there is a difference (had to disable the mesh layers which probably were computed before the road was placed). I've talked with the programmer dealing with roads and he said that the heightmap is too coarse (resolution too low) and that the road leveling has some errors (it is using shaders on the GPU to do the job). We can try to further improve the precision but best is to just use a higher res for your heightmaps (you can easily change it, just select the zones, arm the heightmap layer if not already so, and then open Resample tool from Heightmap tools section). If I use for example 512 then the heightmap will follow the road as expected. There is still a small gap but this I think was intentionally introduced, in order to avoid depth buffer errors (z fighting).
In the end, if you are using simplified meshes then you can just recompute them at any resolution so this increase at hightmap should not affect your final result. If you are using heightmaps at export, then you can just resample them at lower res before exporting.
I hope this helps. Let me know if this fixes your issue.
Kind Regards,
Adrian L. |
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Eddy71 |
Posted: Mon Oct 28, 2013 3:27 pm Post subject: |
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Joined: 06 Oct 2013 Posts: 3
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