Harry,

SCMTerrain::GetMesh<https://api.projectchrono.org/classchrono_1_1vehicle_1_1_s_c_m_terrain.html#a9623b26f501ac039b503f695b94441a1>
 will return the ChVisualShapeTriangleMesh (assuming you construct the 
SCMTerrain with visualization enabled -- that's the default).

For more efficient multi-process rendering (i.e., piping information from 
Chrono to an external on-line or off-line renderer), SCMTerrain also provides 
the capability of reporting only those mesh vertices that were modified over 
the last step; see 
SCMTerrain::GetModifiedNodes<https://api.projectchrono.org/classchrono_1_1vehicle_1_1_s_c_m_terrain.html#afe096f71cc6bcfb9fbe8dfb69ee7b17d>.

But for Blender in particular, there’s no need to reinvent the wheel: you may 
want to look into using the Blender post-processor already available in Chrono; 
see https://api.projectchrono.org/introduction_chrono_blender.html.

--Radu


From: 'Harry ZHANG' via ProjectChrono <[email protected]>
Sent: Friday, July 19, 2024 3:28 PM
To: ProjectChrono <[email protected]>
Subject: [chrono] SCM Terrain Rendering

Hello Everyone,

I want to ask about how to do post-processing for Chrono's SCM deformable 
terrain. For example, can I output terrain's height map or mesh in some ways 
along with the simulation, so that I can render it in Blender later?

Best,
Harry
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