March 04, 2012, 02:02:18 pm
I have found a workaround for texturing the different elements of the terrain. Try thinking of it as a model of a building or such, and split the terrain mesh into different elements such as fairway, rough, green etc etc. I did this by using shapemerge (cookie cutter) in 3ds max with the element splines from autocad. You have to clone the initial shapemerge object and redo with the different shapes to get the separate elements.
As long as you use a different id colour for each element (same elements as fairways have same colour id) it imports as a separate surface and therefore you can assign any material to them.
In this image you can see that the bunker on the left has the same id colour as the tees on the right, and so they would all be the 'same' object to Lumion, but i changed the colours and was able to assign different materials.
This may be a technique people are already familiar with but i havent seen it mentioned anywhere else. This creates sharp edges between the materials, which i know some people dont like, but if you have ever seen a properly manicured golf course it is actually how they look. If you apply the landscape material to the 'rough' area, you then can paint in the sandy/rocky areas.