Untill you force writing it by clicking write file, even if you checked output on every build. This is only for the mesh output (the height & bitmap exports work just fine)
noted… I will put it on the fix list!
Any chance you could do some mesh optimisation too as an option? Nothing massive but maybe a way to pass in a mask with areas of importance where you get 1/2 or 2X the number of quads per area depending on a texture? (so i can pass some processed post erosion texture and say “keep a lot of erosion detail, remove a lot of flat land poly”.
It’s not a huge deal but optimising the current meshes takes a long time (getting 100M poly meshes & passing those to meshlab).
fixed this issue for the next version.
I would love to add some better poly optimization, it is on the feature backlog, but it is not a top priority at the moment as there are lots of good alternatives available.
Can you recommand some alternatives? I was using meshlab but the results weren’t so good, then i went with polygon cruncher which is giving me very good results, but their batch job is single threaded, would love some more ideas if you can think of any others i should try (must conserve UV)