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Feedback Terrain - Bad Subdivision

Discussion in 'Editor & General Support' started by Flavelius, Jan 19, 2013.

  1. Flavelius

    Flavelius

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    Hi,
    I'm not sure how i should formulate that but:
    I played around alot with the internal terrain, tried to use it for a game of mine but had to
    stay away from it because it has some flaws i didn't like.

    Now i'm about to use it again, but
    the biggest issue i see is the subdivision because it produces artifacts.
    I have attached a picture which i hope demonstrates what i mean.

    $subdivision.jpg

    Is there any way to change the way this subdivision is handled?
    (I want it to be similar to the other reference shown in the picture).

    I'd be glad if someone responsible or someone knowing about the internal procedures of the terrain would respond to this.

    Thank you.

    P.S. english is not my mothertongue
     
  2. chilton

    chilton

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    Try smoothing those points in the terrain. That should solve it.
     
  3. Flavelius

    Flavelius

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    No, that doesnt help, it's not that i didn't try that (no offense).
    Also, if i where to smooth everything ugly i'd have an extremely rounded terrain against my intention of having cliff like structures.
    (The alternative pattern would solve that)
    The example above even has been smoothed before.
    it's definitely the subdivision pattern.
     
    Last edited: Jan 19, 2013
  4. Flavelius

    Flavelius

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    I made some further tests. And now i would even state that it's impossible to get no artifacts with the current pattern, only if you stick to having a super dense subdivision or a really rounded terrain.
    here is a screenshot showing both patterns bent over a tube (both directions) :
    the lower one is the current implementation


    $patterns_bent.jpg

    clearly showing that the upper one is superior.
    The difference is, the upper one 'can' be smoothed in the middle (green shade over "1"[green]),
    while the lower one can not (red shade over "1"[red]), only through lowering the bending factor, and it gets worse, the higher the bending.

    So my wish for the developers: please change this.
     
    Last edited: Jan 19, 2013
  5. Flavelius

    Flavelius

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    Ping . . .
     
  6. antenna-tree

    antenna-tree

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    Submit a feature request in the bug report app asking for the triangulation method of the terrain mesh to be changed. Attach pictures to get your point across.
     
  7. fffMalzbier

    fffMalzbier

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    Jun 14, 2011
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    3,276
    Thanks ValooFX for the explanation, please report this over bug-report app like antenna tree said.
    I like to see this in Unity 4.5 or faster if possible and reporting it is the official way to get the idea to the developer.
    Thanks a lot.
     
  8. Flavelius

    Flavelius

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    Thank you for the suggestion, i will do that.
     
  9. Flavelius

    Flavelius

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    It would be nice if this could still be considered, it would help character controllers moving along creases and rendering of normal (not even low) resolution terrains at every terrain edge that's not aligned with the current quad diagonal.
    This thread would currently probably better be suited for the world building category, but it didn't exist back then.
     
  10. Flavelius

    Flavelius

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    It would be nice if this could be moved to the world building section so it doesn't drown (again).