Splitting geometry for terrain tiles - best practices?

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I have a large terrain which I'm splitting into terrain tiles using the Heightfield Tile Split followed by an Unreal World Composition Prepare. I also have road geometry spanning all tiles.

What would be best practice for splitting this geometry per tile? The Split node? Or some other approach? Splitting the geometry so it exactly follows the tile edge is not necessary, but getting the UVs right across tile transitions is, which means I'd rather split along existing geometry vertices rather than create new ones.
Edited by peterbengtson - Aug. 10, 2021 07:27:54
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