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Decent terrain


Ricardo Eloy
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SHORT TITLE FOR SUGGESTION/BUG/ENHANCEMENT REQUEST

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Terrain should be able to create more accurate meshes.

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DETAILED DESCRIPTION OF YOUR REQUEST

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Maybe I'm missing something, but doing terrain in Max with the Terrain tool was really awful. I really would love to see a parametric terrain feature, where you could control the terrain lines at anytime, modify, add and delete them and get a smooth, quad mesh instead of that tri-thing. Also, a way to add curbs, roads and other interferences would be much appreciated.

 

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WHY THIS REQUEST IS IMPORTANT TO YOU

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It would make it faster (we could use the original topography we get from the clients) and modifying the final terrain wouldn't be such a pain (and I wouldn't have to BM all my terrains anymore ;) ).

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  • 5 weeks later...
  • 2 weeks later...

It would be very cool if AEC curbs, roads, shoulders, ditches, etc, could follow selected terrain edges, and remain parametric. I think it would be pretty simple programming, and there could be a bunch of road preserts that could be modified and added to. How about some parametric building types, too? -at least for greeble-like "filler".

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  • 2 years later...

DynamiteVSP (included in 3DS MAX Design) + Autocad Civil 3D

http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=13567426#channels_Only%20in%203ds%20Max%20Design

look at features/only in 3DS Max Design/Civil Visualization Extension

:cool:

 

Civil Visualization Extension is available only to customers with 3ds Max Design Subscription and works only with 3ds Max Design 2010 and 3ds Max Design 2011

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  • 1 month later...

I've found it to be quite useful. (Granted I have added custom tools to help out.)

 

Smooth mesh - it takes some work, but if you keep verts on one spline (contour) lined up with the adjacent two contours, the mesh won't rip. I create a master mesh that is instanced around to create all the separate elements of the site (grass, road, dirt, flat work, etc.).

 

Curbs - I use the sweep modifier on a spline that follows a master mesh.

 

Roads (grass, etc) - I use the Boolean tool (intersection) to cut up an instance of the master mesh. In the case of the road i drop it down 6".

 

Because the master mesh is instanced, as i refine it all the associated elements are updated as well. The curb spline has to be updated of course.

 

Make sense?

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