Edge and loop matching
I want to sculpt terrains in 1km planes. Is there a way to automatically match an edge of the next plain to the edge of the sculpted plane, so they are seamless? If that was possible, it would save me hours and hours of manually snapping edges to fit, a vertices at a time.
10 Comments
It would probably be smart to include a description of how you think this should work from a user interface perspective. What does the user select? Where is the button or menu item to activate this operator? A mock-up that shows your idea in action would really be helpful in getting folks to understand what you want.
Scale each plane by a minute amount, overlap, knife cut, merge vertices.
* @richard * That would work if all vertices were on the same X and Y plane, but as they differ on the Z it won't.
* @yojikuma2b * I assumed that he wanted to join sculpted planes!
This is a feature request site. The best place to go for these sorts of questions is blender.stackexchange.com/ . Please don't use RCS to ask for support.
To answer your question- try using the shrinkwrap modifier and vertex groups. If the planes are similar enough in shape, you can use Nearest Vertex, otherwise you might try Project (limited to the Z axis, assuming you only sculpt the height).
The best thing to do is, however, is sculpt them all together and separate them afterwards.
* @Josephbburg * I would thing the ability to automatically match an edge or loop should be a feature. Yes in a perfect world, with the perfect computer system, I could sculpt thousands of sq km of terrain with a 2sq meter resolution all at once then break it into sections, but as each sq km at 2 sq meter resolution = 250,000 vertices they quickly add up.
* @yojikuma2b * If this is a feature request, you should re-write your post as a feature request with examples and mockups. I think it's probably best to sculpt the large-scale details all together, then cut them up and subdivide for the small details.
One suggestion. If the edges of the plains have the same count of vert's, then you can Bridge Edge Loop.
* @josef hochberger * no that will just fill the gaps, I want to physicaly change the geomitry of the edge, the vertices transform to match those of the other edge.
* @yojikuma2b * bridge edge loops and collapse should be good enough. That would be quick and merge the vertices to the center of each edge.