Terrain : GeometryClass

Constructor

Terrain()

Properties

<Terrain>.Form                  Integer    default: 1

Set the terrain form:

0- Graded Surface (Creates a graded surface of the mesh over the contours.)

1- Graded Solid (Creates a graded surface with skirts around the sides and a bottom surface. This represents a solid that is visible from every direction.)

2- Layered Solid (Creates a "wedding cake" or laminated solid similar to cardboard architectural models.)

<Terrain>.stitchBorder          Boolean    default: false

Turn on/off stitch border.

<Terrain>.retriangulate         Boolean    default: false

Turn on/off retriangulate.

<Terrain>.display               Integer    default: 0

Select the type of display for the terrain object:

0- Terrain (Displays only the triangulated mesh over the contour line data.)

1- Contours (Displays only the contour line data of the terrain object.)

2- Both (Displays both the triangulated mesh and the contour line data of the terrain object.)

<Terrain>.update                Integer    default: 0

Set update settings for the terrain object:

0- Always (Updates the terrain object immediately when you change an operand, including the original object of an instanced or referenced operand.)

1- When Rendering (Updates the terrain object when you render the scene or when you force an update. With this option, viewports won't show current geometry unless you.)

2- Manually (Updates the terrain object when you force an update.)

Note: The following properties of terrain compound objects cannot be operated on with MAXScript in 3ds max R4. However, they can be used by MAXScript in 3D Studio VIZ.

<Terrain>.numOps                Integer    default: 0

The number of contour operands. Read-only.

<Terrain>.horizSimplification   Integer    default: 0

horizSimplification = 0 û No Simplification; 1 û Use ╜ of Points; 2 - Use ╝ of Points; 3 û Interpolate Points * 2; 4 - Interpolate Points * 4

<Terrain>.vertSimplification    Integer    default: 0

vertSimplification = 0 - No Simplification; Use ╜ of Lines; 2 - Use ╝ of Lines

The following properties are available only after the terrain object has been created. The values shown for the properties are those for a terrain object created from three circles. The operand transforms are in the local coordinate system of the terrain object.

<Terrain>.Op_0__Circle01   SubAnim   default: SubAnim:Op_0__Circle01

<Terrain>.Op_0_Transform   SubAnim   default: SubAnim:Op_0_Transform

<Terrain>.Op_1__Circle02   SubAnim   default: SubAnim:Op_1__Circle02

<Terrain>.Op_1_Transform   SubAnim   default: SubAnim:Op_1_Transform

<Terrain>.Op_2__Circle03   SubAnim   default: SubAnim:Op_2__Circle03

<Terrain>.Op_2_Transform   SubAnim   default: SubAnim:Op_2_Transform

Notes

All properties other than Form are not accessible in 3ds max.

Methods

The following methods are available in 3DS VIZ:

terrainOps.addOperand <terrain> <node>

Appends a node as a contour operand to the terrain. Note this is done in 'Move' mode, so the the supplied node is deleted after the addition. To simulate other modes, use appropriate MAXScript functions. For example,

terrainOps.addOperand $terrain01 (instance $line03)

terrainOps.deleteOperand <terrain> <index_integer>

Deletes the indexed operand, index_integer is 1-based.

terrainOps.getOperand <terrain> <index_integer>

Returns the indexed contour operand as a 3ds max base object (not a node), index_integer is 1-based.

terrainOps.getOperandTM <terrain> <index_integer>

Returns the indexed operand's local transformation matrix as a Matrix3 value. This transformation matrix is relative to the terrain's node transformation matrix.

terrainOps.setOperandTM <terrain> <index_integer> <matrix3>

Sets the indexed operand's local transformation matrix. This transformation matrix is relative to the terrain's node transformation matrix.

terrainOps.update <terrain>

Forces a terrain update for those in manual update mode.

Notes

The above methods are defined in the Landform DLL and so will only be present if the Landform DLL has been loaded. In installations set up with delayed plugin loading enabled, this will happen automatically if there are any existing terrain objects in the scene or a terrain object is created in the user interface or via MAXScript.

See also