Thanks, Ulco, for summarizing all of this. I've been following the other thread with great interest. Thanks to Kadri and Was for your contributions as well.
One thing I haven't seen mentioned. When I used exported meshes for a project a couple years ago I found that Terragen exports many, many duplicate vertices. These can easily be eliminated using other software. I've generally used MeshLab (which is designed to clean up scanned meshes). It has a function to remove duplicates -- literally vertices at the same locations.
When I exported Ulco's watersphere (using his settings), TG gave me an obj file 237,533 KB in size consisting of 2,286,504 vertices. MeshLab removed 2,038,310 of these (no that is not a typo), reducing the total to 284,194 and exporting a new obj file 66,698 KB in size but identical to the original as far as I can tell. (View attached of the mesh in Blender.)
Blender's vertex merge (using the default distance of 0.0001 m) removed a few more, which makes sense because of the additional tolerance, yielding a result of 253,917 vertices. Blender's obj export function seems to be more efficient than MeshLab's, and saved out a new obj 35,700 KB in size.
MeshLab has a merge-by-distance function, too, but it's *very* slow and finicky so I didn't test it. Not sure if PoseRay has a similar function. Couldn't find it.
Anyway, this means that those huge obj exports we're getting from Terragen can be easily crunched down into files that are much more manageable.
Finally a question and a couple thoughts on this.
- Ulco, would you recommend this as a new workflow for water and other reflective surfaces?
- This might be less practical for large land surfaces because the resulting object isn't a planet, which means distribution and surface shaders should be set to "Use Y," correct? So if the original surface was generated from a large area, where the earth's curvature is noticeable, the resulting Y-keyed distributions on the object surface would be out of whack. (There may also be issues placing populations?)
- But for smaller foreground areas, or nonanimated water surfaces, this could be a lifesaver. When I disabled the planet (along with the atmosphere) in Ulco's scene and disabled all of the reflection/refraction settings in the water shader (leaving only displacements), TG exported the obj mesh very quickly, in just a few seconds. (I guess I could have disabled the sunlight as well.) Seems like this would be a very practical workflow for still images.