It needs to be fairly detailed so a displacement map would be out of the question. Plus, items need to be positioned on top of the terrain fairly accurately.
One thought would be to manually subdivide the terrain into separate quadrants then try to manually tackle the sections individually through optimizations.
Then they might be rejoined.
For now, I had a new terrain created via Civil3D for me but it's still heavy.
Scripts like Populate Terrain still produced errors.
Various optimizers got the file size down but it's still quite a bit messy.
Trying to conform a plane to the existing terrain in the hopes that it will produce quads.
Unfortunately it's taking hours to process, most often resulting in errors.
One thought would be to manually subdivide the terrain into separate quadrants then try to manually tackle the sections individually through optimizations.
Then they might be rejoined.
For now, I had a new terrain created via Civil3D for me but it's still heavy.
Scripts like Populate Terrain still produced errors.
Various optimizers got the file size down but it's still quite a bit messy.
Trying to conform a plane to the existing terrain in the hopes that it will produce quads.
Unfortunately it's taking hours to process, most often resulting in errors.
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