Spiky landscape upon importing Heightmap

Hello everyone, as described above, whenever I import my Heightmap I get a very spiky landscape.

I have heard that maybe you can fix this by going under Draw Scale and changing the Z-Axis, but I cannot seem to find Draw Scale anywhere.

Many thanks for any and all who help, it is very much appreciated.

Hello ryan92345,

I believe what they mean by draw scale, is the actual scale of your landscape along the Z-Axis. Simply select your landscape actor and within the details panel, scale down your landscape until you start seeing the expected results. If I ever see the ‘spiky landscape’, as you described, I usually will scale in increments of 20 or 25.

Landscape Z-Scale

72725-z-scale.png

Hopefully this resolves your issue, but if you still need help let me know.

Thanks,

Thanks for your response. I did lower the scale to 20 and it did take on more of the shape of the terrain, but it is still somewhat jagged. These are the two bitmaps I am testing:

And this is the way it looks for both:

I’m just starting out so please forgive my ignorance if I am doing the bitmaps wrong, they are.

Edit: Just realized that the bitmaps are where the black is the lowest and white is the highest, so only the second one is technically a bitmap. Still though even with the legitimate one you can see it isn’t quite right.

So your bitmaps (heightmaps) can be imported and controlled well, as long as you understand the black to white gradient.

Creating and Using Custom Heightmaps and Layers

This documentation should get you on the right track, but if you have further questions please let me know.

Cheers,

I noticed I cannot import power of two textures. Since the beginning learning 3D, it was kind of a gospel that power of 2 textures is what CG and game engines are craving for, and it now happens that when I try to import my height map in power of two it doesnt fit to Ue4’s landscape parameter canons. It always resizes it to 1192, 1170, 2167, I mean totally random numbers, and I get streching on the edges of my landscape. So, what am I left with, comply with those sizes and make my height maps accordingly. Now I have to make my height maps in random sizes like 505? 1071? WAT?
Additionally. how am I expected to assume my texture and material tilings and behavior, when I have to from start make such weird dimension, and what coordinates should I assign in LayerCoordinates node in order to get the right results. Have to spend my entire life calculating ratios over and over that in the end I still get at least 5px streching whatsoever