I’m trying to recreate landscape displacement by using the heightmap texture inside a material (the end goal is to use the heightmap data to better match an ocean shader to the landscape).
However there seems to be extreme terracing (or stepping? whatever it might be called :p) which I’m assuming is because the heightmap texture is compressed as 8bit instead of 16.
So I guess the question is… can use a 16bit heightmap inside a material?
I have tried using the “Displacementmap (8/16bit)” option under the compression settings (since this sounds like it’s the only format that supports 16bit) but then the texture goes completely white.
Any ideas or advice will be greatly appreciated