Smooth terrain building issues

Stretching the terrain upwards towards the pillars in theory adds more triangles.

If you have 18 triangles for three pillars for instance, and you have a base that’s a wedge basically, that’s an extra 6 triangles to render, not to mention if it’s like that all around, it’s 12 extra triangles. Not that much of a performance hit, but it still makes the terrain ugly for something that doesn’t even do it’s intended purpose in the first place.

Of course, it could just be grabbing triangles from below so it doesn’t actually create new triangles, but it still appears to add more. which on very low end devices, every triangle counts, which could be a problem.

I’m pretty sure it replaced the pillars with a more basic shape. I’m honestly not sure how the terrain LOD works, but I doubt ROBLOX would use it if it wasn’t improving performance.

How do you get more basic than a rectangle?

Unless it’s removing faces behind the camera, which would make more sense I think.

Yea but theres multiple rectangles there, so it combines them into one mesh. Thats why you see it all clumped and when you get closer its more accurate.

This is due to how voxels are calculated based on the neighbouring voxel - I will admit that it’s odd how Concrete bleeds into Brick, and not how they both mix at the middle.


Rounding errors are always present when you’re dealing with a metaball-esque structure, and Smooth Terrain noise has always been a problem, unfortunately. Not much you can do with this besides write code that clears out voxels that are less than X full.


As mentioned earlier in the thread, that’s the terrain LoD. You want it, as ugly as it can be. Smooth Terrain would be terrible without it.


I tried this. While it looks ok, it wasn’t very optimized and required a lot of work to achieve.


If you’re referring to how the LoD system chunks Smooth Terrain together, it’s much more efficient than not having it (it’s why it isn’t optional to disable). Smooth Terrain uses a chunking system that you can visually see if you export it into 3D software. It’s 100% meant to take up the least amount of memory - and it achieves this well considering the size it can be.


And finally @ everyone saying that it’s not recommended to use Smooth Terrain for building structures due to it looking bad: it’s a style choice and if your opinion is against the style, don’t bother sharing it here because it doesn’t help the OP. This isn’t a debate.

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Thanks for the explanation of the LOD system - I actually didn’t know how it handled the terrain chunks. :slight_smile:

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Amazing explanation, thanks for the help :smile:

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How did you make those cool shapes in the first picture, did Roblox release an update to what you can do in smooth terrain?

They’re meshes I made with a grass Texture object (for the tiling funtion - not to be confused with the MeshPart’s TextureId proerty which doesn’t tile) that I ripped from the grass Smooth Terrain material.

It was for a proof of concept, they are in no way optimized for an actual game. In fact I highly recommend against them.

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