Marcel,

No, I didn't consider that option. Mostly because the primary function of a 
rigid terrain patch is to model the physics aspects of it.  Depending on the 
application, the visuals of a terrain patch may require more than what makes 
sense to expose through the API for a patch.

For now, you can add whatever visuals you want (matching or not any physics 
terrain patches you may have) by adding a placeholder body to the ChSystem, 
setting that body as "fixed", and disabling collision and contact for it.  You 
can then add whatever assets you want to the visual model for that body.

Having said that, we are talking about adding a formal definition of a "world" 
to Chrono which would specify both physical and visual description of the 
environment.  We can discuss this off-line if you are interested in being part 
of this conversation.

Best,
Radu

________________________________
From: [email protected] <[email protected]> on behalf 
of Marcel Offermans <[email protected]>
Sent: Tuesday, June 28, 2022, 11:28 AM
To: ProjectChrono <[email protected]>
Subject: [chrono] Visible, non-collidable terrain?

When setting up the terrain, there is an option to load a mesh (from an .obj 
file) and add it to the terrain by calling AddPatch(). This will then 
automatically become collidable terrain and you can provide a switch to render 
it or not. What I am wondering is if there is also an option to load a mesh 
that is purely for display purposes, but not collidable. Technically it 
probably would therefore not be part of the terrain at all, but is there a way 
to load and render it anyway?

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