I am using rather a very unconventional way of adding landscape tiles using World Composition and I am seeking for some math wizard to give me some hints to do this:
- using World Machine I am using Tiled export to export seperate tiles of one big landscape. Now…the catch here is that I am autoleveling each single tile. In WM, using clamp and turn on ‘normalize’. This gives me an autoleveled tile, similar to Photoshop → autolevel.
The expected output will be a tiled landscape where every single tile won’t align and have different scales. Flat areas will look very bumpy, and hills will look normal’sh.
The reason for doing so is, that I have a rather very big landscape and the exported tiles would look super flat and therefor in UE4 scale them up to high numbers and get stepping effects.
So, I want to map the entire range of height data to a single tile and not losing any fidelity.
E.g. one tile would have a min value pixel of 0.2 and the max value of pixel would be 0.215, that is the range of one tile.
- I can calculate the correct scale for each single tile but I have to manually align them on Z axe. This is tweaking until it fits. This does work, but I feel there must be some formula to calculate the correct Z offset.
Again, I realise this is ‘not the way to do landscape in UE4’ but I like to think out of the box.
Anyone tried to do some crazy things with landscape tools and could hint me in correct direction?
All the best! T