Fix the Conform option in MultiMat loft
The conform feature in MegaMatMulti seems to be a bit arbitrary. When we conform our (totally flat) road on to our terrain, our road gets bumpy. This is hard to see in Unity, but if you bring the conformed mesh into maya, and scale it in Y, you´ll see a noticible offset.
see image:
https://dl.dropboxusercontent.com/u/3439646/work/megashapes/conform.png
Not sure there is a lot I can do about that, the system does a raycast to whatever collider is below and uses the returned hit point to conform the loft, I think what you are seeing when you exaggerate the y scaling is floating point precision errors from the Unity collision system.
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Niklas Brandin commented
In this case total lenght is 1721.735.
Got 27 knots, first one on (413.2641,-19.84509,185.66), last one is (-389.9774,-0.09720993,-271.1602). -
AdminChris West (Developer, MegaFiers) commented
How big are you splines? Ie what is the range of the knot position values you are using?
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Niklas Brandin commented
Here´s a short follow up on this issue. The problem occurs even if we don´t conform the loft to the ground. There is a small amount off bump / irregularity on the mesh in all of our lofts. It´s barely visible by the eye, but if you bring the mesh into a 3d-app and scale it, its easy to spot.
Any way to solve this issue? While on it, may we ask for an option to have the generated mesh as quads?
Thanks. -
Niklas Brandin commented
I see. Thank you for the quick reply. I guess we could solve the problem by using the same raycast value on all points on each cross section. See image linked:
https://dl.dropboxusercontent.com/u/3439646/work/megashapes/cross.png
Could you give us a hint on how to do this? Where do we get access to those points in your code?