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EDIT: This is for In game Terraforming, kind of like in life is feudal. https://www.google.com/search?q=life+is+feudal+terraforming&rlz=1C1CHBF_enUS792US792&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj73bS6lo7bAhUHzoMKHYlWBhoQ_AUICygC&biw=1920&bih=949

Ediiting pixels vertically makes a line, but horizontally makes a peak the edited terrain pixels are adjacent. The height map resolution is 513.

enter image description here

When I turn on shaded wireframe in scene view, the issue becomes clearer. enter image description here When the terrain is tessellated, each vertex/terrain pixel is part of 6 edges. I suppose to fix this issue I would need to double the triangles, having each vertex be part of 8 edges.

What, if any, method could I use to achieve this and rid this behavior?

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  • \$\begingroup\$ If you want sharp features like this, terrain might not be the right tool for the job. It's mainly aimed at gently sloping/organic/natural-looking landscapes. Can you tell us more about the application or feature you're using this for? We might be able to propose more suitable options. \$\endgroup\$ – DMGregory May 16 '18 at 23:21
  • \$\begingroup\$ In game Terraforming, kinda like in life is feudal. \$\endgroup\$ – Astrydax May 16 '18 at 23:29
  • \$\begingroup\$ Procedural mesh building might be the solution for you. \$\endgroup\$ – S. Tarık Çetin May 16 '18 at 23:58
  • \$\begingroup\$ @S.TarıkÇetin can you elaborate? \$\endgroup\$ – Astrydax May 17 '18 at 0:05
  • \$\begingroup\$ @Astrydax Take a look: docs.unity3d.com/Manual/GeneratingMeshGeometryProcedurally.html \$\endgroup\$ – S. Tarık Çetin May 17 '18 at 0:25

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