jlv wrote:I'll fix that, but snap mode isn't very important now. The tessellator does a much better job these days.
What are you doing with tesselator ?
I'm trying to make a track using nice blender scult tool:
Using multires (x11) on a plane. I recover volume with a displacement modifier from a precedent terrain.png, sculting, then baking out result as 2049x2049 displacement map as 32 bit converted for mxs to 16 bit grey png.
Result is good but it look like i lose details when opening in mxs.
I want to keep a minimum lose during the process, so i should use the same grid (4Million polys). With terrain.hf content is :
10 0.550000 0.0000 200
The mesh handled by mxs should'nt have 4194304 polys too ?
It look like smoothed why ? (but I use a 0 smooth value only to get shading back).
Can I keep my blender normals ?
And trying to get back details with gradient too in editor, gradient paint mode looks buggy : force effect slider have an effect only between 0 and 1 (slider range is 0-16+) and curious effect at 0 (only one side of the gradient is painted).
?