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    #31
    Hey,
    World composition is something that I will need to investigate further. It might be possible but it might be not due to how Unreal allows you to access and change some of it's underlying editor features.
    I will have to get back to you on that.
    Check out my 2D Platforming Kit!
    Check out my Stylized Woodland Environment
    Check out my Random Item Generator
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    ixel Platformer Tileset
    Check out my Mesh to Terrain Converter

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      #32
      Originally posted by Derek Hunter View Post
      I'm having trouble with this importer.

      I create the mesh in Blender and export it as an FBX.

      Image 1 shows my mesh imported using the normal UE4 FBX importer.

      Image 2 shows the wireframe version.

      Image 3 shows the FBX to Landscape importer settings.

      Image 4 shows the wireframe version of the FBX to Landsape mesh.

      What am I doing wrong?





      Hi,
      You need to export the mesh with Z as the up axis. I know Blender by default exports it with Y as the up axis and that is probably what causes the issue.
      Check out my 2D Platforming Kit!
      Check out my Stylized Woodland Environment
      Check out my Random Item Generator
      Check out my P
      ixel Platformer Tileset
      Check out my Mesh to Terrain Converter

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        #33
        I have been unable to get this to work - i want a cylinder shape not a square everytime I import it screws up and doesnt give me anything close to a cylinder ?

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          #35
          Hi, If I have purchase the plug in, Can I share it with my team members?

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            #36
            Hi, is it possible to roundtrip with this plugin?
            So if I create a terrain in maya and then send it to ue4 with your plugin and then am I able to send it back to maya from ue4 for some adjustments?
            and then back to ue4 again with your plugin?

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              #37
              Originally posted by vradd View Post
              Hi, is it possible to roundtrip with this plugin?
              So if I create a terrain in maya and then send it to ue4 with your plugin and then am I able to send it back to maya from ue4 for some adjustments?
              and then back to ue4 again with your plugin?
              Hi,
              You can export the landscape by selecting it and go to file ->export selected. Then you can save it as an FBX and edit it in maya.
              Check out my 2D Platforming Kit!
              Check out my Stylized Woodland Environment
              Check out my Random Item Generator
              Check out my P
              ixel Platformer Tileset
              Check out my Mesh to Terrain Converter

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                #38
                Hi! I was wondering about:
                1. UE uses non power of 2 terrains, but during the import I see such numbers are requested. How these map actually? Also I see no 8k option in the screenshot on the marketplace, is it old?
                2. Apart from verts, is other data used? Like normals for example. Or you just average orthographically over the vert coords? Basically, I wonder about the sampling method and its effects.

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                  #39
                  Originally posted by R.Y.O. View Post
                  Hi! I was wondering about:
                  1. UE uses non power of 2 terrains, but during the import I see such numbers are requested. How these map actually? Also I see no 8k option in the screenshot on the marketplace, is it old?
                  2. Apart from verts, is other data used? Like normals for example. Or you just average orthographically over the vert coords? Basically, I wonder about the sampling method and its effects.
                  Hi,
                  1. UE uses non power of 2 terrains, but during the import I see such numbers are requested. How these map actually? Also I see no 8k option in the screenshot on the marketplace, is it old?

                  It is not mandatory that the size of your mesh is a power of 2. The mesh is scaled internally (while preserving the aspect ratio) so that one of its sizes is a power of 2. This is done in order to minimize the transformation error by making use of the fact that in the UE landscape module the section size is a power of 2 - 1. (This link might be useful: https://docs.unrealengine.com/en-US/...ide/index.html)

                  The 8k option was not added so far because we found it to be impractical. We haven't had any use case for such a huge terrain and no one requested it. Nevertheless, in case you want to experiment with it, we've enabled it in the 4.23 version of the plugin.

                  2. Apart from verts, is other data used? Like normals for example. Or you just average orthographically over the vert coords? Basically, I wonder about the sampling method and its effects.

                  The transformation is done using only the verts' coordinates - it doesn't make use of any other data.
                  In a nutshell, the rasterization is performed as follows:
                  - for each face of the mesh compute its plane equation
                  - find the terrain "pixels" the face covers
                  - having the plane equation compute the height of the terrain in those points
                  - if such a "pixel" is covered by multiple faces, then perform some sort of interpolation of the heights given by the different plane equations


                  Landscape Technical Guide
                  https://docs.unrealengine.com

                  Check out my 2D Platforming Kit!
                  Check out my Stylized Woodland Environment
                  Check out my Random Item Generator
                  Check out my P
                  ixel Platformer Tileset
                  Check out my Mesh to Terrain Converter

                  Comment

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