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Question by Kourosh · Dec 09, 2010 at 07:54 AM · meshheightmapcombineseamless

How to combine meshes seamlessly?

I'm trying to combine tiles of simple unity planes into one single mesh by following the unity3d's scripting manual. The problem is when i apply a heightmap to the final mesh seams are visible. Is there any way way to avoid that? thanks,

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avatar image Novodantis 1 · Dec 09, 2010 at 10:39 AM 0
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It might be good to post some screenshots or sample code to clarify. Are you 'welding' the vertices of adjacent planes, so that they share the same vertex at any given point, or are they just placed alongside each other? I've not done this myself, I'm only going by the 3D modelling principles involved...

avatar image Kourosh · Dec 09, 2010 at 12:13 PM 0
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Hi, here is the link to the script i'm following. http://unity3d.com/support/documentation/ScriptReference/$$anonymous$$esh.Combine$$anonymous$$eshes.html

No it's not welding i guess.

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Answer by coastwise · Dec 09, 2010 at 02:27 PM

I think your trouble is that while Mesh.CombineMeshes will put all your geometry into a single container, it does not actually modify the geometry (ie: doesn't replace overlapping vertices with a single one).

You either have to do that manually, or use software like StitchScape.

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avatar image Kourosh · Dec 09, 2010 at 03:34 PM 0
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What i'm trying here is to simulate an ocean scene, therefore all planes are created realtime. So if that kinda software exists that means it's not easy to weld edge vertices from script?

avatar image coastwise · Dec 09, 2010 at 03:59 PM 0
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Well, that software is meant for stitching very large, non-uniform tiles. If your tiles are simply quads (or triangles), it might not be too hard to stich them all together. (then again, I havn't tried)

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Answer by Justin Warner · Dec 09, 2010 at 02:37 PM

If you don't want to pay for a program, you can use a 3D modeling software to make your own terrains, and then you can make it as big/small as you want...

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