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None square shaped terrain, gives squashes terrain brush shapes
Hi,
I'm currently creating scenes, which are really long and not wide, with dimensions such as these: length: 1600 width: 500
Only thing is: the terrain drawing brushes (shadow on the terrain) get re-shaped to a squashed size, mimicking the dimensions above.
So, if I'd like to draw a round circle, I get a really narrow squashed circle shape to draw with instead...
Is there any way to stop the tools from morphing into the terrain's dimensions?
Or (2nd question) should I stop using one long terrain, and use several smaller square shaped terrains, side-by-side?
Will having multiple small-sized terrains affect my performance? or will using one large terrain give me a performance hit?
Thanks for insight into any of the above questions! :D
Answer by Hoeloe · Apr 06, 2014 at 09:18 AM
No, basically. The terrains are defined by a height-map, which is a square image. If your terrain is not square, this maps to different resolutions along each axis, and so will appear "squashed". You can't get around this because Unity's terrain system requires it for performance reasons, and is rather inflexible to non-standard scenarios.
Using multiple square terrains is probably your best bet, though you could also use one large terrain, and only actually use a portion of it (for example, use one 1600x1600 terrain, but keep everything outside the middle 500 pixels flat).
Thanks for the answer. Can you please comment on why "everything outside the middle 500 pixels should be flat" I think you mean that there should be no terrain height adjustments outside the middle 500 pixels, but I'm wondering why?
No reason other than that you only wanted to use that middle section. It's a waste of time modelling terrain you won't use.
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