Terrain Editor 2003-11-28 - By steven_mcq
Back John and Harvey,
Terrain grids exported by Carrara, even via Amapi, are likely to make VRML files very, very large. And VRML files are rather bloated, anyway. Viewpoint technology, now applied to Atmosphere, is more efficient overall than VRML, but not with hires grids.
Bryce has an adaptive exporter that creates a triangular tesselation from a grid landscape, at a user-specified resolution (much lower than the grid resolution). You can imitate that by exporting a Carrara terrain grid to Amapi and decimating it. A6 decimation will give you a uniform tesselation and A7 decimation will give you a weighted decimation. Anything Grooves will give you a weighted grid when you use the adaptive setting--big rectangles covering low detail and little squares for the fine detail.
I've done a lot of terrain conversion, and decided as a result of my research that the best method has yet to be developed. A weighted tesselation would be good if it recast the mesh instead of trying to preserve the original grid structure in the detailed areas. A handmade landscape, created like any other polygon mesh, would be even better, except that this is hard to do and very hard to make with accuracy. For example, the cliff face of Half Dome or El Capitan could be reasonably approximated with relatively few polygons if handmade. A grid of these features, by contrast, stretches a high poly count vertically without showing much vertical detail. But good luck trying to recreate the details accurately in a handmade model of Yosemite Valley.
I think this is an important issue for anyone who wants to post landscapes using a web 3D technology. It hasn't really been addressed optimially.
SMcQ
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