Appreciate all the feedback and help so far!!
I have made an image to clarify what is going on…
so let me explain the image…
- Here you see the Gale Crater part of Mars. All satellite data combined into a huge PSB file. All scaled correct and aligned. The nature of this landscape is that is comes with a huge slope.
The mountains are not really big. No alps or himalaya kind of stuff. Just some mountains, hills on this huge slope. I am considering tweaking the slope a bit with highpass filter but that would really remove one of the foundation of the landscape. But I would gain some elevation points to put detail in the mountains. You can see in this image that I have trying out auto levels in Photoshop. In essence, if I auto level a chunk to let’s say: 60 min and 120 max, that seems to work in WM without getting artifacts.
This heightmap is ± 20KM. Here I define a walkable area which is 16KM. The heightmap itself is super accurate. 1 pixel = 1 meter.
In order to make all this happen and let it build in WM, I have split up the 16KM part into smaller chunks. Each chunk is now 2KM width.
8x8 chunks in 16KM walk area.
Now…these 8x8 chunks are loaded into WM and seperated into even more chunks…250 meters. They have a resolution of 2017x2017.
Basically a tiled build inside World Machine. So at the end I would have to create 4096 small tiles. I decided to go this far into resolution to have a proper tessellation. Currently it is my only best workflow to create stunning rocky images.
- Here you can see the full walk area loaded inside World Machine.
- This is a 2017x2017 250 meter part of a mountain. At this detail level I can create terraces, erosion, rockys etc…
- When I build this tile and load it back into world machine, the artifacts are already visible. Also visible in Unreal.
The export settings are correct. 16bit PNG. When I smooth the terrain in unreal, the artifacts remain.
I don’t think these are bugs or faulty exports, it is just that I want to create a too dense landscape and now I am wondering what workflow would be best to make all this happen.
I have done some research and noticed that similar problems and questions have been raised on the WM forum and unreal forum but I didn’t find a real solution yet.
Perhaps, splitting up the whole terrain is stil the best thing to do, or lower the resolution or leave the artifacts and hope that they are not visible with textures.
Kinda stuck here. My brain melts.
Hope this al makes sense!!
here are some images of my work so far.