I just discovered a probably great way to create terrain for architectual scenes, using contour lines and a base mesh.
Just as the horrible terrain compound object should do it (if it worked).
You know what would be really cool is if you used actual contour lines. Like lets say you had a set of lines with some Z elevation to them…you could animate the verticies (backwards) so that at frame zero the splines would be flat..no Z elevation and at frame 100 they would be in their original state. You could then apply the skin mod and use the splines as bones at frame 0…adjust the envelopes and then the terrain would animate into place by frame 100 according to the shape of the contours. Keep in mind i haven’t tried this yet…but i think it works conceptually.
Going to have to give this a whirl…thanks for the discovery by the way!
Yeah that would be fun…I just tried it and it seems to work…
One problem with the whole thing is that I can’t find a good way to control weights. I would like to have some option like weight/crease with sub-d polys. The skin envelopes are a bit dodgy and complicated.
go into poly mode and use the paint weights / paint blend weights option - you’ll see it as a “heat map” that shows how strong the effect of a bone (or spline) is on the various areas of the mesh.
I wonder if you could skip the skin and do a cross section modifier and/or surface mod on the animated splines when they are flat. I’m thinking there might be problems with that though.
How the heck does it figure out elevations outside of the contours ?? Or is that a fake illustration ?
anyways. To create a surface from contour splines what’s wrong with Terrain Object (for lower res stuff), Lofts (for control), CrossSection+Surface or whatever else there is to create meshes from contours?
Admittedly that’s a pretty basic example - the tool appears to continue and aproximate the surface in the general direction of the edge contours. In practice it only works for a short while beyond the border.
Not tried you’re other suggestions (yet) - could be they work just as well.
I personally prefer cross section + surface modifiers to the terrain compound object. Not too sure the skin method would be accurate enough in cases where you do have contour lines…but for improvision it would seem perfect! Thanks for the video!
I typically create the crappiliciuos terrain and then create a well subdivided plane then use the contour command to create a drapped mesh over the terrain. Then you can delete the terrain and you have access to your quad and you can model it with more precision.