Trying to apply a river mesh to sculptable terrain. In order to do so, I am wrapping a river plane against a terrain grid mesh in a 3D modelling program. It is not precise enough as the heightmap application algorithms differ between the 3D modelling program and LumenRT.
So I would like to export the LumenRT sculptable terrain into a 3D mesh file.
I've found that opening a LumenRT scene generates a terrain .bin file within a AppData temporary folder. The BIN file seems to be VUE related, but I have been unable to open it in e-on's VUE Infinite.
I've also tried to do it with Python programming, which with LumenRT 11 is now an option. Even though there is a function that spits out all altitudes of the EONTerrain, I cannot pinpoint the EONTerrain object as it does not appear in ObjectList(). Perhaps Sculptable Terrain is either not VUE Terrain or extendes the EONTerrain?
Hi Oto
This .bin file is not a VUE file actually.What is the format of your terrain grid mesh?Is it an regular 3D object (like .obj etc)?In this case LumenRT does not perform any interpolation or smoothing to this object, so if you can retrieve the altitudes from this mesh in your modelling program, then they should stay the same in LumenRT.Otherwise, if your mesh is converted to a LumenRT heightmap, then as a workaround you can use lrt.GetDropOnGroundTransformation() (as proposed in my reply from your previous post) to "sample" the terrain at several XY locations.
Regards,Alex
Regular 3D objects are not sculptable so I use heightmap.[Edit] And yes, true. The .bin file is not a VUE file. Probably mistook it for Terrain .lob file when viewing the binary contents with a Hex editor.