Comments (2)
Which combination of the heightmap, the easing, and the after parameters would be needed to make it happen?
None of these. Basically you call THREE.Terrain.Influence
and pass it relevant attributes of the terrain plus a function describing the shape you want (e.g. THREE.Terrain.Influences.Hill
). You could make that call in an after
callback but it's not necessary unless useBufferGeometry
is true
.
Feel free to reopen this issue if that doesn't answer your question. A sample of the code you're hoping will apply the influence would help clarify what could be going wrong.
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Got it. Thanks!
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Related Issues (20)
- Texture Repeating HOT 1
- Typescript bindings? HOT 18
- Feature request: button to download geometry HOT 1
- Possible mismatch in randomness HOT 1
- Meaning of parameters of generateBlendedMaterial? HOT 2
- BlendedTerrain problem HOT 1
- Large memory consumption, why? HOT 2
- Support disabling rescaling in Clamp to avoid seams with repeating Perlin/Simplex terrains HOT 17
- generateBlendedMaterial to support normalMaps / StandardMeshMaterial. HOT 4
- physics support ? HOT 1
- I m facing error using your library HOT 2
- Edges Documentation HOT 1
- Calculating heights between segments (Interpolation) HOT 3
- Wrong variable name in scatter.js HOT 1
- Implement Optimizations HOT 1
- could it load real terrain? HOT 1
- Get heights from generated terrain HOT 1
- Noise Error HOT 1
- Update for newer THREE.js versions (ES6) HOT 1
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