Hi All,
So I've started looking in to using UE4, and I've got a bit stuck with Terrain sizing, in particular, what determines the actual, physical size of a terrain Within UE4 itself.
I come from a background of terrain making within the Arma series of engines, and we handle things a bit different, specifically, we specify a heightmap resolution, and a cell size, and these multiplied together give me the physical size of the terrain, for example 1024x1024 with a 5m cell size, I have a 5.1km terrain.
The way I see it now, is if I have a 1009x1009 heightmap, and import that in to the unreal engine, there is no equivalent of "cell size" the terrain imported is simply a 1:1 scale, meaning my terrain is going to be 1009x1009, is this correct? I'm pretty handy with L3dt, and just started using world machine, so any pointers for using those with UE would be great, sorry if these are pretty n00b questions, so but I'd like to get an understanding of how this all works before trying it out and banging my head against a wall because I've missed something fairly trivial.
Many Thanks
Nigel
So I've started looking in to using UE4, and I've got a bit stuck with Terrain sizing, in particular, what determines the actual, physical size of a terrain Within UE4 itself.
I come from a background of terrain making within the Arma series of engines, and we handle things a bit different, specifically, we specify a heightmap resolution, and a cell size, and these multiplied together give me the physical size of the terrain, for example 1024x1024 with a 5m cell size, I have a 5.1km terrain.
The way I see it now, is if I have a 1009x1009 heightmap, and import that in to the unreal engine, there is no equivalent of "cell size" the terrain imported is simply a 1:1 scale, meaning my terrain is going to be 1009x1009, is this correct? I'm pretty handy with L3dt, and just started using world machine, so any pointers for using those with UE would be great, sorry if these are pretty n00b questions, so but I'd like to get an understanding of how this all works before trying it out and banging my head against a wall because I've missed something fairly trivial.
Many Thanks
Nigel
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