Thanks for suggesting a way to do this, I will definitely take a look at 
this, and I will be in touch to become part of the conversation of making a 
definition of a "world" with both visual and physical elements.

On Thursday, June 30, 2022 at 7:01:34 PM UTC+2 Radu Serban wrote:

> 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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