So I have a sort of theoretical question. I have not personally found a “simple” way of going about it, but I’m curious if anyone else knows of one.
Let’s say you wanted to make a 1-1 recreation of Mount Everest for VR, and you wanted your player to start the climb from sea level. The peak of Everest is 8,848 meters, but something like World Machine has a limit of 2625 meters and a greyscale heightmap is necessarily limited to 255 points by it’s very nature. so how would you go about making a fully traversable mountain range or landscape that has an “unlimited” vertical height?
Would you try and stitch together landscapes and just change their Z-position in the world? And if so, how do you blend the edges so the nine adjacent tiles blend seamlessly with the physically higher tile?
Is there a way to use an RGB heightmap in Unreal? 16.7 million possible points would certainly cover it, you could stick Everest next to the Mariana Trench with barely a dent.
Would you make the landscape a static mesh? Isn’t that highly inconvenient? Is there some other application (Like Vue perhaps?) that makes texturing and rendering out large landscapes less awful?
I’m not actually trying to do anything like this at the moment, but the topic has crossed my mind dozens of times in the past. So does anyone have any thoughts on how to accomplish it?