I have build terrain in WM and this i have in result.
resolution 4033 per tile
Elevation from 0 to 1600m
Any other info depends on…
Thank you.
You can’t do much for the data resolution (you’re really pushing the limits with such a large vertical range) but you could try enabling PN tessellation in the landscape material, that should help smooth it a little. Landscape tessellation has been somewhat optimized in 4.13, but there will still be a noticeable performance hit to enabling it.
Thank you for your quick replay.Tessellation is smoothing sharp verticals but not solve hard edges.And yes! This is to expensive to performance.
What do you mean i’m pushing the limits with such a large vertical range?
Which numbers are acceptable?
Landscape has a 65536 (i.e 16 bit) vertical resolution. If you divide that by your 1600m range of elevation, that gives 2.44 cm per step. That means that changes of less than an inch are not representable, and your landscape will be noticeably lumpy at the inch scale.
That said, looking at your new image, I think your problem is not vertical resolution, but horizontal. Horizontal resolution limits how steep your slopes can be before you get obvious folds / triangles in the landscape. I think you need to increase your landscape resolution above 4033!
Before 4033 it was 2017.I have rebuild at 4033 and scale down XY to 50% and that didn’t change anything.Return to scale 100% didn’t change to.
4033 resolution is just increasing size of the map 4.033km 1 pixel = 1m it is not increasing polygon per pixel.
Resampling of the section size to 127x127 quads didn’t help to just eat my ram above 10gb
Maybe it is incorrect shading problem?
I’ts been 2 yrs or so, did you g et this working ? maybe you moved on…
UE4’s 16bit terrain is low on resolution to start with- I am also playing around with Lumberyard that has double the bits at 32bit terrains. I can’t say how much that would help but its worth trying I guess…
I don’t suggest that lightly given this is a competitor forum, but truth is always good
I"m going to be trying it myself, as my worlds NEED smooth terrain edges as well for various reasons.
HOpe that helps, or maybe you opted for a different solution, pls let us know.
Yeah i did get this to work normaly it was shading issue performed by dynamic lighting that’s all i remember now