Comments (2)
Glad you're finding the library useful!
The easiest way is to set the after
option passed to THREE.Terrain()
to a function like this one:
function after(vertices, options) {
THREE.Terrain.Edges( // or THREE.Terrain.RadialEdges(
vertices,
options,
true, // true turns the edges up; false turns them down
100, // how far from the edge the curvature should start
THREE.Terrain. EaseInOut // or another curve function
);
};
from three.terrain.
Perfect, thanks dude!
from three.terrain.
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
- Island with a hill, how? HOT 2
- 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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from three.terrain.