My current concern is measuring height value of the terrain, notably in relation to neighboring areas. I guess one option I could try is to create a large vertical measuring stick, say about 10M tall with physical notches every meter. This stick could be repositioned to give a visual reference. EX: Greenside bunker that needs to be 1.5M deep in relation to the green surface. Guess I'll have to mess around with this tonight after work:).
Down the road it would be cool if you could implement a height value reference for plane objects. Default flat plane would be at zero value vertical axis. The height value could be displayed next to Vert and Triangle info based on the poly detected by location of your screen pointer (outside of brush modes). In this way you could hover over any area on the terrain it would show the height value in relation to the default zero point (+or-) on the fly.
Yes, very simple to do after the terrain object has been exported out of MeshMixer and imported into Max/Blender. Having the satellite image planar mapped to the terrain withing MeshMixer would provide a clear visual reference of surface area types (fairways, tees, greens, fringe, bunkers, etc.) allowing for far more precise selections. Since the imported data originates from gridded Geo format I have found MeshMixer to be wonderful for creating clean breaklines using the lasso selection with slight auto-smooth applied (B key with slider adjustments). Further more, I can then extrude or transform the selection(s) beautifully. So it's really just the initial selection where the blurry baked vertex colors at zoomed in ground levels makes it very difficult to make a highly accurate selection.