Print at Dec 16, 2025, 9:24:02 AM

Posted by Keet at May 24, 2022, 12:52:57 PM
Re: Terrain Generator plug-in
(It should be allowed to set negative values too to dig the terrain).
Negative values are impossible since the terrain is generated from a room which is by default at elevation 0 on a level. Just like walls can't have a negative elevation.
That's why I requested the option to first raise the whole room to a single height after which you can lower parts.

Just create a level below your ground floor, lets say -250 and with a height of 250. Create the room and start the Terrain Generator. With a large scale and row modification lift everything above a 250 height. While you still see the blue point change the elevation value to 250 and you have a terrain evenly raised at 250 and level with your original ground level. Now you can both lower and raise the parts you want.

One 'bug' I noticed: After creating the terrain, walls that should show above the terrain (i.e. are higher than the terrain elevation) don't show in the 2D view but do in the 3D view. Not showing in the 2D view forces you to make the Terrain object invisible before you can do anything else simply because everything is otherwise hidden below the terrain. In my example with a 250 high terrain I had walls of 350 high for testing purposes that should have broken through the surface of the terrain and be visible but they don't.
I understand that is the way with all objects, maybe something like a 'Move to back' like in other programs that have overlapping objects is possible. I'm thinking about when you group objects: put a vase on a table and sometimes the vase doesn't show in the 2D view. Cut the vase and paste again and after regrouping it does show. So it depends on the order in which the objects are 'stacked'. Something should be possible with that knowledge but the same 'trick' doesn't work with the walls.
----------------------------------------
Dodecagon.nl
1300+ 3D models, manuals, and projects