8k heightmap gives me very weird landscape

Its simply not the same.

15bit+1 may be OK for working a graphic.

Since you say map that would mean - to anyone reading because english is not an opinion - that you intend to alter a heightmap (or either way, a map) with photoshop.

Doing so will more than degrade your data, it will literally make it useless.

Again, maps are data not textures.

So essentially, your post is only going to confuse the avarage guy coming in here wanting to deal with a heightmap, and cause him to possibly damage his work because ā€œthat dude said it was okā€ā€¦

Also, just to nitpic.
Sure its not 65535-255.
255 is colors photoshop will use if you paint in at 8bit.
Its sliglty better than that.
65535-32768
About half your data is degraded.

actually textures are just another type of map - all maps are dataā€¦

But regarding Photoshop and landscapes - it is still possible, 16bit is often fine - but 32bit mode works well too - what you can do is convert that to 16bit in another app - Iā€™ve imported 32bit images into UE and used my rdTexTools plugin to convert to 16bit and then export to import as a landscape and itā€™s worked well - but itā€™s not often itā€™s been neededā€¦

It is useful to point out that 16bit mode in photoshop looses itā€™s 16th bit of precision like you have, but itā€™s also useful for people to know that you can use photoshop to create heightmaps, in fact the Epic tutorials do too.

edit: I just did some quick tests when importing from a heightmap with the Z at 100% scale - the resolution of 16bit is 0.78cm - at 15bit itā€™s 1.56cm.

Sorry to @BO-DACIOUS for hijacking your post!

If youā€™re still looking for clues about stiching the landscapes together - all you have to do is keep adding ā€œNew+ā€ landscapes from the ā€œManageā€ tab - you can move them around to slot together.

I cant believe you still insist with this BS.

Make a file thats 65535 pixel wide.
Color it from black to white in a 16 bit program.
Import it to the engine as a landscape. (Obviously tiles)

Open the file in photoshop.
Save it. (Batch the tile set).
Import it as a new landscape.

Compare the 2 results.

And then stop spreading misinformation that is only going to wreck peopleā€™s projects.

And if any Epic tutorials mention using photoshop in conjunction with heightmaps, report them here / to epic for them being BS.

OK I just want to use heightmaps directly from Gaea. And Iā€™m using UE5 so it would be world partition, right?

Iā€™m trying to figure out if you make the 4 tiles inside Gaea, then combine them in UE. And them how you actually stitch together multiple landscapes or heightmaps in UE.

Thank you for the clarification. I wonā€™t bring any heightmaps into photoshop anymore.

But just to be clear, if I donā€™t come here for help explaining what I did and that it didnā€™t work, I canā€™t come here for help. The whole point is to explain what weā€™re doing thatā€™s not working so someone else can yell us to do it a different way.

Iā€™ll check out that tutorial. Still trying to figure out how to make multiple tiles and stitch them together in UE5. Iā€™m not sure how to do this, even with world partition.

Also, I didnā€™t see that there are two people with opposing views about using photoshop when I made my last post. Now Iā€™m not sure :smile: but I donā€™t need to use photoshop anyway if I can do it the way Iā€™m trying to learn.

Thanks guys

This video here has some good info:

They are never going to be ā€œstitchedā€. They will just fit next to one another potentially flawlessly (if you dont filter the data thorugh programs which degrade them).

I would suggest using world partition and an older engine version (4.18, or 4.25).
Depends on the rest of the projectā€™s needs really.

With world composition you just import the tiles, and since you are using Gaea you can likely export and use the splat maps to apply landscape paint layers to the map.

Once you have the final product in whatever non ue5 you can always make a copy of the project and ugrade it to UE5 to check out how it works.

The important part about world composition is that it will produce however many tiles you import, place them at the correct x/y within a persistent level, and enable you to do whatever with the end result - including opening individual levels, copying the landscape, and pasting it elsewhere to stitch it up manually.

World partition is a bit of a dud in ue5. Theres a billion posts of people complaining about it not working right, having issues, etc.
I wouldnā€™t reccomend basing any project off of it unless you have a lot of extra time and c++ knowledge to build from source/correct the engine issues.

Thanks so much! Iā€™ll check it out shortly.

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Ohh OK. Yeah Iā€™m reading g a lot of bits about how WP doesnā€™t properly allow you to join landscapes together. Iā€™m going to watch the above video and then also look into WC.

When you say splat maps, do you mean the flow and slope etc? I made a complex auto material and Iā€™m using those two maps with it.

Thanks again for the info

Yes, a splat map is any map which details how the terrain is painted.
They can be assigned to paint layers during import if you do things right - even for tiles.

I can confirm Adobe Photoshop can definitely handle all of 8-, 16- and even 32-bit data per channel for both RGB and Grayscale modes:

Adobe Photoshop CS 4.5 - Image Mode 16-bit (Grayscale)

Note though that the max image size could be limited to available RAM or even VRAM when working GPU-enabled in my experience. I would start with smaller resolutions 1024x1024 first, then 2048x2048, to tests your approach for importing as 16-bit grayscale PNG Heightmap in UEFN.

You can confirm you lack reading comprehension, thatā€™s about it.
By Adobeā€™s own definition, Photoshop CANNOT support native 16 bit.
Period.
Stop insisting on this idiocy.