SplineLand for betatesters

duke
Posts: 36
Joined: Mon Oct 05, 2009 8:20 am

Re: SplineLand for betatesters

Postby duke » Fri Jan 20, 2012 4:46 am

admin wrote:
duke wrote:I'd much prefer to have the mesh conform exactly to Platform edges so that I can do a vol. select on that matID and delete it (and use my road mesh).

You can make spline along edges (it can be done automatically in editpoly) of this platform and surface will be conformed.


Yeah but currently SplineLand won't give the inside of a closed spline a different matID, so you'd then have to manually selected it (or with a vol select).

admin
Site Admin
Posts: 448
Joined: Fri Jan 23, 2009 7:44 pm

Re: SplineLand for betatesters

Postby admin » Fri Jan 20, 2012 7:50 pm

We are thinking about cut splines for dividing surface and border it.

duke
Posts: 36
Joined: Mon Oct 05, 2009 8:20 am

Re: SplineLand for betatesters

Postby duke » Thu Feb 09, 2012 7:42 am

Pivot point issues:

Create your landobject, then move it, and re-generate. The surface is still offset!

duke
Posts: 36
Joined: Mon Oct 05, 2009 8:20 am

Re: SplineLand for betatesters

Postby duke » Wed Feb 15, 2012 7:07 am

1. Base existing contours and added river (manually trimmed the existing contours around the river.
2. Base road mesh shape from CityEngine, as padding object.
3. LandObject result, 12 iterations.
4. LandObject with road mesh from CityEngine. Note that its 10cm higher so it doesnt clip the ground (the purple matID). Hopefully I don't have to do this if further changes to the plugin are made!

What I like best is how quickly I can make changes and update the terrain - it's great!

2 requests (1 already stated):
- Cutout option for platforms
- Smoothness for platforms (so they blend better with the terrain, if you're using a distance field to blend which I think you are, apply a blur and gaussian curve to it).
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Karba
Posts: 184
Joined: Tue Jan 27, 2009 11:55 am

Re: SplineLand for betatesters

Postby Karba » Thu Feb 16, 2012 3:36 am

duke wrote:1. Base existing contours and added river (manually trimmed the existing contours around the river.
2. Base road mesh shape from CityEngine, as padding object.
3. LandObject result, 12 iterations.
4. LandObject with road mesh from CityEngine. Note that its 10cm higher so it doesnt clip the ground (the purple matID). Hopefully I don't have to do this if further changes to the plugin are made!

What I like best is how quickly I can make changes and update the terrain - it's great!

2 requests (1 already stated):
- Cutout option for platforms
- Smoothness for platforms (so they blend better with the terrain, if you're using a distance field to blend which I think you are, apply a blur and gaussian curve to it).


Thank you for test!

At this moment I work on cutting be custom shape(spline) It can be used for cutting by platforms.

duke
Posts: 36
Joined: Mon Oct 05, 2009 8:20 am

Re: SplineLand for betatesters

Postby duke » Thu May 31, 2012 11:14 am

Any updates?

markwhelan
Posts: 1
Joined: Thu Mar 22, 2012 10:57 am

Re: SplineLand for betatesters

Postby markwhelan » Thu Aug 02, 2012 9:53 am

Looking forward to the release of this plugin. In desperate need of it.

jetcrow
Posts: 1
Joined: Sat Sep 29, 2012 6:09 pm

Re: SplineLand for betatesters

Postby jetcrow » Tue Oct 02, 2012 3:57 pm

Hello! How can i get activation splineland beta? Our company have a task to create a huge area of complex landscape 3d model in 3dsmax. As we hope splineland exact tool we need. Can you propose a rules to become betatesters?

tnx, Denis.


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