ALTITUDE
The fact you have areas as a dark black in your heightmap already means your landscape (for what I understood to be a part of land with no ocean) is underwater.
The lowest point in this heightmaps (without modifying) is about 18m above sea level, the highest is at 976m. There is no sea in the map, but there are rivers and a lake, which my guess is that they are a little bit above sea level (18m).
The heightmaps I gathered are too big. My game will take place in a smaller area inside this one.
I only want a portion of this area for my game (that’s why I was talking about cropping it). In the area that I want, the highest point is 600m and the lowest one 50m. So that’s why I forced this values to be the max and min for all the heightmaps.
The very dark areas in the map that I posted before are between 18m and 50m in the raw data (I forced them to be at 50m since that’s the min for the region I want). Anyways, I will try using both min/max of 18m and 976m; and the one of 50m and 600m. Here are the results:
original data (different height min/max for each tile):
all tiles forced at min/max 18m/976m:
all tiles forced at min/max 50m/600m:
It kind of looks like the same, maybe the 18/976 is darker at the highest spots. Anyways, for me it seems reasonable to crop it and then change the height again to 50m/600m?
I will also try merging them with the raw data, maybe it corrects itself without me having to input arbitrary values. Well, I’ll experiment a bit.
CROPPING AND TILING
My plan was then to merge them to have one only heightmap, and then crop them to get the rectangle that interests me, then divide that in tiles of 2k.
Also, I have seen that you can crop a polygon out of a raster layer. So If I wanted a map that looks like this I should in theory be able to crop it and use it in UE by combining static meshes of different sizes, right? Since I’m using tiles and static meshes I should not have a problem doing things like this (considering that I do squared tiles that Houdini can work with). If so, the gb needed to hold the static mesh landscape would be MUCH less than a full rectangle which I would not even use in its totality.
Another approach would be to crop the full rectangle in QGIS, export in tiles, and then choose which tiles I want, instead of cropping a polygon in QGIS.
PERFORMANCE
Ill stop right there.
I have never even considered running unreal on a laptop, personally.
I understand that there are some limitations with laptops, but since mine is a powerful one I thought I could just use it instead of having to update my desktop PC that has outdated hardware and would cost at least 1000$ to upgrade to a decent level. Also, since I’m always moving with the laptop I can work in any place.
If I wanted to visualize all the map at once I understand I would run into problems, but since I’m doing it in batches maybe I manage to render batch by batch in a way that my laptop allows. Then importing the result into Blender/Houdini/UE also in batches and setting the LODs for each batch so that when I import the next batch of tiles it does not crash (or that’s my guess at least). Also with a cooling pad the heat shouldn’t be THAT bad.
BTW, I now have 64gb ram and next week I’ll get the SSD and will send the project there.
edit: i have recalculated the terrain size. I think I got it wrong and it is in truth 12km x 30km = 360sq km (not 16x32 as I incorrectly said before).
At 2m resolution:
- A 1k heigthmap would be 2km x 2km (4sq km)
- A 2k heightmap would be 4km x 4km (16sq km)
The total extension is 360 sq km.
- With 1k maps I would need 360/4=90 heightmaps
- With 2k I would need 22.5 heightmaps (so 23). If we take into account that 2k is not 2000 but 2048, then I would need 24 heightmaps.
In the worst case, when I have 4 tiles at LOD 0, with 1k (2km x 2km) heightmaps it would be a total of 16 sq km rendered at LOD 0.
With 2k (4km x 4km) heightmaps it would be a total of 64 sq km at LOD 0.
I believe that I should go for 1k textures even if I need double the draw calls (128 is insignificant right?) since what will be more important is how many polys are rendered.
For editing purposes in Houdini, maybe I export from QGIS at 2k resolution and import it the same into Houdini, and when I’m done editing there I will export it into 4 1k tiles. This way it should be more practical to edit in Houdini.