Hi, I create my terrain and export it as .obj file. I takes a long time to load. When it is imported it is just a thin shell in godot without material, what do i do wrong? thx
Problems with terrain, based on OSM-addon of Blender
describing it as thin shell is not very helpful. All mesh objects are thin shells. Can you show a screenshot perhaps? Also are you dividing your terrain up into smaller tiles? If not I'd strongly recommend doing so.
My terrain is 6km by 4km (3mi by 2mi), what are the maximum sizes that godot can handle?
Thx
Did you make a "thick" terrain (with some kind of base under the mesh), or just a modified plane ? If it's the latter, it's no surprise that it is imported as a plane. Try adding 4 vertices in blender, under each corner of the map, select all vertices, press F (to create the missing faces) and then use the "triangulate faces" option (right-click menu with face selection enabled)
As for the material, as long as I can tell from experience, Godot can not import materials along with .obj objects, so you have to re-make every material in Godot and re-bind them to each material slot of the .obj. Exporting in gltf seems to solve this issue: the material remains attached to the mesh.
Solarius, thanks for your help. I'll try your solution with 4vertices on counter and then triangulate faces i created just flat terrain with only a mesh. Some more questions: 1 what maximim size can 1 terrain have? 2 How to import gltf in a meshinstance in godot?
Thx in advance, Nobel
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@Nobelrobin said: My terrain is 6km by 4km (3mi by 2mi), what are the maximum sizes that godot can handle?
I'd divvy up the terrain into chunks of maybe 100 to 500 m² personally but you might be able to get away with 1 or 2 km² chunk size. The gain from this is that you can then implement a threaded terrain/chunk manager that will load/unload the chunks dynamically and even perhaps do world origin shifting for you so you can better avoid also floating point precision issues.
Still troubles:
view image, suggestions please?
thx a lot
Not sure but this might be an issue of viewport clipping distance.
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What are the minimum and maximum clipping distances on the Camera node in the scene? Maybe you can increase the maximum clipping distance and that might solve the issue if the issue is clipping distance related.
Edit: Something else I just though of - have you tried reimporting the 3D mesh file(s) back into your 3D creation software to make sure the 3D file itself is correct? I do not think its the case, but perhaps its the export process that is causing the issue.
"How to import gltf in a meshinstance in godot?"
I was confused with this too. Turns out, if you import a gltf file, it works exaclty as if you imported a scene. So all you have to do is to add this scene as child of a node, then right-click on it and click "make local" (I use the French translated version so the option may have another name). The scene will be turned into a Spatial node, with all the scene elements as children