choppy terrain after heightmap import

Discussion in 'Content Creation' started by hesnik1012, Oct 9, 2021.

  1. hesnik1012

    hesnik1012
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    Aug 30, 2016
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    So I'm making a map and I've been following tutorials like Map in a month and, level building with lidar. in the 3d viewer in blender the model looks smooth, but when I import it to beamng with a heightmap it is just spikey and choppy. it basically looks like the colour gradient is rough any tips would be highly appreciated problem.png konsmotest.jpg
     
  2. geobeck

    geobeck
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    Two problems with importing real terrains:
    • The elevation models often have artifacts that result in spikes, cracks, or other discontinuities. One map I abandoned had a river that jumped about ten meters before returning to its normal level.
    • There are only 256 shades of gray, which results in terracing. You can reduce the effect by introducing a blur (Gaussian, small radius) in GIMP or another editor, but you will probably have to smooth it manually. I've also found it effective to scale up a heightmap in IrfanView using the Lanczos filter. GIMP got rid of Lanczos in favor of LoHalo/NoHalo, but they wreck fine detail.
    I've found that DEM exports, despite being maps of real terrain, have too many discontinuities to look realistic. I've had some luck importing a DEM heightmap into Gaea using a File node, then reprocessing it to restore realistic fine detail.
     
  3. Aboroath

    Aboroath
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    It may not be relevant anymore but 8 bit heightmaps do this. 16 bit heightmaps solved my problems with jagged terrain.
     
  4. geobeck

    geobeck
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    16-bit is all I ever use, but it still doesn't increase the number of gray shades. At least it's more than 50...
     
  5. hesnik1012

    hesnik1012
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    Tried it and worked wonders, Thank you so much
     
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