Hi. I’m trying to reproduce the workflow from that talk at Unrealfest 2024 : Creating a Photoreal Environment from Scratch for Transmedia & Film/TV.
I’m stuck on capturing the height map based on the 3D tile. Some tutorials exist on creating a sloped/height material but they are always related to landscape material.
From what I can see from the video, the material should have a Slope node with a FalloffPower and CheapConstart, and a White Min/Max.
Here is what I have but it’s quite difficult to find the range. Any idea please?
Many thanks
Im working on the same thing and also struggling with capturing the height map based on the 3D tile. Have you managed to find a solution yet? If so, I’d really appreciate any pointers!
I even asked ChatGPT for help, but that just made things worse ‚
Hi
Ahah… me too but the explanations were not precise enough!
I managed to create a Photorealistic 3D tile with a polygon raster overlay and to set up a camera with a SceneCapture2D component linked to a Render Target to export the texture map from Cesium.
I’m still stuck recreating an efficient heightmap override material.
One option I guess is to find and modify a copy of the original tile material, but I didn’t see it!
In the Cesium for Unreal Samples, the level 9 is dedicated to Material Editing. They say that Materials there can be easily customized to create any material effect we might need.