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Bunker artifacts when lowering terrain


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#1 M Rose

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Posted 09 January 2017 - 08:27 PM

I'm experimenting with some thick bunker lips for my Australian sandbelt look, and I really like the effect I am getting here, especially after I lower the terrain, but a lot of the bunkers have a few jagged artifacts like this one in places:

bunkerlips_zpsxm8f6rtj.jpg

..

No amount of smoothing even at 100% strength seems to be able to get rid of these entirely.... is this just a matter of smoothing more and more and more until it goes away, or is there a setting that might get rid of it?

 

I'm not using any "pot" bunker setting; just regular settings with the lip thickness at about 0.22.

 

 


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#2 NoPutt

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Posted 09 January 2017 - 09:14 PM

Can we see your splines? Just curious how many points

per meter you're using. The sharper curves require points fairly

close to get a smooth look, but the longer stretches may

not require as many. The lip may be a bit too deep and vertical getting

into Pot Bunker territory. Looks as if it's only

 happening on the most vertical spots.

I like the look you're shooting for though.


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#3 M Rose

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Posted 09 January 2017 - 11:16 PM

My points per meter values are usually set pretty economical. I worry about too many verts especially on courses like these where there might be 10-12 bunkers on many of the holes.

That might be a good place to start though. Smoothing doesn't seem to affect it so maybe my faces there are too acute.

I initially tried using the pot bunker tool with settings from the tutorial, but it didn't seem to like the wiggly shapes.

Getting Royal Melbourne and Kingston Heath to look authentic depends on the bunkers a lot.

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#4 M Rose

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Posted 09 January 2017 - 11:42 PM

Ok, so far adding more control points to the splines has reduced the problem but hasn't eliminated it completely, but I think I have something to go on for awhile :)

 

I've had my meters per point set to 1.5 for bunker splines; I've changed this to 1 and the results are definitely better, but I may try a lower number still as a few of these are still showing up.


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#5 J.H.Buchanan

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Posted 10 January 2017 - 05:57 AM

They look real though nice job 


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#6 M Rose

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Posted 11 January 2017 - 07:03 AM

Problem is persisting, even on bunkers that looked good last night but don't today. Have reduced down to 0.9 and it is still happening; in fact it actually looks worse than before. Reducing the lip thickness a little bit isn't fixing it either.


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#7 highfade

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Posted 11 January 2017 - 07:27 AM

I had the same problem when doing Cape Fear.  What works is if you set the overall  spline height (there where you name the course etc.) very high like 0.4 or so.  The bad thing is you get a steep outer edge that won't look good so you have to make the whole rough spline area very wide.

 

It's a tough one.


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#8 Kablammo11

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Posted 11 January 2017 - 08:27 AM

Yup, Adriaan is right, I'd say. For steeper lips and deeper bunkers it's best to change that setting. You can do that at any time, btw, simply recalculate the meshes - with the only side effect that the outer edge will appear steeper.

Back when I designed Xaxnax I set this value at 0.8 meters, to be able to make the crater bunkers.


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#9 M Rose

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Posted 11 January 2017 - 06:40 PM

Hmmm.... the rough splines need to be pretty close to the fairway to get the look I'm trying to achieve. Looks like further experimentation is necessary.

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#10 garynorman

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Posted 11 January 2017 - 07:16 PM

What about experimenting with a very shallow pot bunker setting?  It probably wont make any difference but just throwing it out there...



#11 M Rose

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Posted 11 January 2017 - 09:51 PM

I tried using the pot bunker utility once before, but it didn't seem to work for some of the more complex shapes. But that was before I added more vertices and reduced the meterage per point, so maybe it is worth another try.


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#12 slewin

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Posted 12 January 2017 - 07:42 AM

I get this problem all the time. My solution was to save the original height map somewhere safe and paint the terrain lower where needed. I always have a spline terrain and a lower terrain that is used in the final version.
You just need to remember to import the spline terrain in before redrawing splines.
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