## Re: [Algorithms] Heightmap terrains that don't suffer from texture stretch on cliff faces?

 Re: [Algorithms] Heightmap terrains that don't suffer from texture stretch on cliff faces? From: - 2005-01-31 21:37:19 ```I guess that if you are doing that, you can also apply any of the existing parametrization methods. I tried with conformal and Desbrun's equiareal parametrization methods and it worked fairly well. However, best results would probably be achieved using a non linear optimization method, the nature of the heightfield geometry would make it very easy to apply a hierarchical solver. "Surface Parameterization: A tutorial and a survey" of Floater and Hormann provides a good overview of the existing parametrization methods. --=20 Ignacio Casta=F1o castano@... Jon Watte wrote: > What I've done for experiments, and it's worked out reasonably well, > is to be somewhat smarter about generating U/V. For a given block of > heightmap, I walk along the major axes (along X/U and along Z/V) > starting at each vertex along the side, and measure the entire > triangle side lengths for each slice. Then I divide the U/V range > into the total length, and allocate U/V not based on the X projection, > but based on the total distance traveled along the actual sides. >=20 > For terrain that has drastic changes along diagonals, you will get > shearing in the texturing, which is a trade-off from the extreme > stretching you get with flat X/Z mapping. You can make it softer by > making the actually assigned U/V coordinates a blend between what the > flat X/Z mapping would give you, and what the edge length traversal > would give you. ```