I’m looking for ways to create landscapes of 1,000 to 3,000 kilometers in size.
The problem is how to take into account the curvature of the earth when creating or importing a landscape height map.
The problem of creating the ocean surface is particularly acute, because it must very accurately correspond to the surface of a sphere.
I tried to create a height map for a hemisphere:
Its look correct in blender, but in Unreal it has an incorrect curvature regardless of scale.And here is the solution I am striving for. Landscape obtained by superimposing the height map of the real landscape on the hemisphere height map shown above:
Is where a way to recreate this in Unreal?
If this is not possible, but I’m worried about optimization.
I just want to add a sector of a sphere with a side of several tens of thousands of vertices to represent the ocean… Can I apply some kind of “Lanscape type” optimization for it, or will it happen somehow automatically and I shouldn’t worry?
Thanks for attention and any help in this