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shapemerging shapes into quads/triangles
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  • Total Posts: 10
  • Joined: 06 December 2006 02:45 PM

we are currently building a bunker system into a quad/triangle terrain. the method I am currently using is :-

1. using the contours I generate either a quad mesh in our engineering package or a terrain within max
2. we trace the bunker outline
3. using shapemerge we drop the bunker into the terrain then detach the resultant mesh
4. then extrude the edge to generate the bunker lip

unfortunately this isn’t giving us the desired “smooth” edge around the bunker, the merge generates a “middle point” that seems to result in a “dropping” of the bunker line (see image - red dots are proven vertices, blue are shapemerged vertices hitting the terrain, green are the mid points which are dropped)

just wondered if the method I was using was the best, only solution I could come up with was to redesign our clients contours to give tighter triangles.

hope somebody can help



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