TYPE OF DATA
I have been using 8 elevation maps of file type .asc at a resolution of 2m.
Another option is to use LIDAR data of 0.5points/m2 density. The weight of the 240 LIDAR files (of type .laz) is around 15GB, which is notably more than the 1GB of the first option.
What do you think is better? Maybe LIDAR data is more precise but generates too many polys once placed in a terrain generating app and then into UE5?
Landscape splines work on anything even without layers.
As for splines, I thought of just sculping buildings on Blender on top of the landscape tile that those buildings should be placed upon. As for the paths, I though of using Houdini or TerraSculptor to just add the texture of roads. I do not know for what else would I need splines, could you enlighten me?
Not really. It depends on what you are doing and your workflow.
If you are working with tiles you most definitely do not want to normalize each tile.
It would require a different scale and separate imports on each tile⌠making it, well, a mess?.
What do you mean by normalizing? Do you mean setting the same min/max values for all tiles?
Very much doubt it as there are similar worlds that run on Mobile out there.
Maybe he is referring to having such large terrains as Landscape Actors, which could be very limiting? But since we will use Static Meshes maybe it is more performance-friendly.
And as for the rest of assets, they will be low poly and with proper LODs and culling techniques, shouldnât be a problem. Maybe foliage would be?
As for @noone ,
That isnât how Unreal Engine works. It doesnât map PNG grayscale pixel values to real world elevation ranges. So âunder waterâ or âabove waterâ is where you place a water plane if you are even going to use one. The entire Landscape actor can be moved anywhere on the world XYZ coordinates.
Blacker pixels just mean lower elevation while whiter pixels mean higher elevations.
You always want to normalize all PNG-16 files that you import into Unreal, and then set Scale Z where 100 is 512 meters of elevation range.
So basically, the height values that we can read in the .asc files do not matter for UE? Only for terrain editing tools, and then UE simply takes the mesh and places it?
As to normalize, what is it? To make X Y Z values = 100?
As for the water, I will have rivers and a lake. I though of using masks to determine where water is? At least thatâs how it worked in GAEA.
I have been trying to use TerraSculptor. IT has allowed me to import a 6144 x 14336 pixels .tiff file. The original resolution was 2m, so in truth my terrain is 12km x 28km. I guess I will have to scale my terrain inside UE.
The .tiff file is divisible by 1024 and 2048 tiles, and since I will be using this terrain as a static mesh actor instead of a landscape actor, I guess it does not matter what resolution I will use for the tiles.
Your program has correctly read the height, but the size is a little bit off compared to what I believe should be. If 1 pixel = 2m, then this terrain should be aprox 12km x 28km, yet your program says it is 15.73km x 36.77km, which gives a total of 3790,32 sq km, something way out of order, since it should be 336 sq km (plus it does not even make sense since 15.73 x 36.77 = 578,39 sq km)
As for the extents in world units, my terrain used real world coordinates and it seems they have been inherited, which puts the mesh in a really long position in world units.
It also says that the total triangles are 176.119.810, which I guess it makes sense, but I believe that with tiling the map with 1k tiles (4sq km) and setting LOD with culling should work fine.
As for texturing, since I will be using static meshes, I should be able to use regular texture options such as atlases or maybe it would be better an array so to allow tiling. Then i would have 1 draw call for materials.