Dan I just did that and the same thing happens!
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Dan I just did that and the same thing happens!
Chief trys to be smart about the building cuting through terrain. Certain wall types like railings etc. won't cut a hole. This allows you to build a deck with out taking out the terrain below it while still taking out the terrain for the structure.
The reason the height changes is that the area that cuts the hole is used to auto calculate the terrain.
As near as I can tell it's working as designed.
Thanks Dan, I still don't understand the logic completely. I would think that the room definition would control such things not the wall types.
That's a good point. It does seem logical that room def should control the hole in the terrain.
One other note here is that you can always create a terrain hole from a polyline, if needed, and uncheck the option in terrain to hide terrain intersected by building. Then you have ultimate control.
Well Mr "P-Cat",
I tried what you said and got mixed results. Changing to "invisible" replicates your issue and shows terrain(grass) under the structure. Changing the wall to "invisible beam" maintains the blank (hole) in the terrain beneath the structure. I think that Ron's may be correct by saying you need to create a "foundation" level in order for the terrain to behave properly but I didn't try that out yet.
When I changed the wall to "invisible" and "no room definition", I got the same results as when I just changed them to "invisible", eg no hole, just terrain continuous under the structure (except under the separate room).
I also noticed that your 1st floor level is set at 25 9/16" (for what it's worth). Looks like you could get what you want by just using the " invisible beam" designation since "beams" still don't show as beams in 3d (I hope they eventually will, X3? definable real 3d beams?).
Just added/created a foundation, then changed wall to "invisible" and this is the resulting image. If I change from "invisible" to "invisible beam" then there's a hole in the terrain. On the positive side, using the "invisible" tool allows for a raised pier look. Don't understand why the "invisible" designation causes the terrain to think that the room has no definition.-BB
-Brad
wow thats an interesting problem, i agree it has to be a bug. having to play with the terrain settings seems a weird way of fixing the problem when the terrain is supposed to be generated by the terrain tools themselves (eg countour lines and platforms).
anyway, i have another question for you, i love the design, but why the massive concrete edge beams? its a beautiful timber structure. your eyes room over it and suddenly all this blasted concrete underneath. i understand that putting it up off the ground, on piers or the like, might not be in your interest but i hate mixing the concrete and timber exteriors in this way. (excuse my bias, i am a design and technology teacher by degree...and obviously....i love the natural timber look). in anycase it's your fault im complaining, you entranced me with the lovely interior structure!
Adam,
if you're looking at my example, I used that type of foundation just to check P-Cats's foundation issue. There is no design intent in any of my comments or regarding the illustrated issue. I just wanted to see how the terrain and foundation were interacting in the different scenarios.-BB