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Roads in the baked SF map can become wavy / undulating where the real-world road is actually smooth. The waviness is an artifact of the underlying terrain heightfield being uneven (noisy contour interpolation, sparse elevation samples, steep-grade conform logic), which gets transferred onto the road geometry.
We want roads to:
Follow terrain on genuine slopes and grade changes (real hills should still feel like hills), but
What we're exploring
Roads in the baked SF map can become wavy / undulating where the real-world road is actually smooth. The waviness is an artifact of the underlying terrain heightfield being uneven (noisy contour interpolation, sparse elevation samples, steep-grade conform logic), which gets transferred onto the road geometry.
We want roads to:
Why it matters
Wavy roads hurt drivability (vehicle physics bounce), visual realism, and the parked-car / building conform that piggybacks on road height.
Directions to investigate (not decisions)
.rNNN.heightcache).Relevant code (starting points)
Assets/Scripts/Pipeline/CarRoadSpawner.csAssets/Scripts/Pipeline/ChunkStreamer.csAssets/Scripts/Pipeline/HeightField.cspython/sfmap_bake