Sharp edges on heightmap

Hello,

I have been googling for days trying to find out why this happens, and was hoping that maybe someone knew how i can fix this. I have created a tiled height-map in world machine, once I imported all the tiles into the engine the overall height-map at a distance looks perfect but once you get close all the edges become sharp. I am using the highest quality that I have the patience for (8161x8161) just to rule that option out. I can use the smooth tool but that gets rid of the detail and for the scale i’m using, will take a very long time. I would prefer if anyone had a solution that doesn’t involve the smooth tool.

Here are some examples of my problem:

(https://forums.unrealengine.com/attachment.php?attachmentid=8844&d=1408097507) someone with same problem with unsolved thread

My examples -------------------------------

http://puu.sh/n5cAB/78749b3f0b.png
http://puu.sh/n5cCR/b418da6695.png
http://puu.sh/n5cDS/a6898972e8.png


Thanks a bunch

I would love a solution for this as well. Some sort of heightmap tesselation thingy would be awesome.

You need to raise up component size (section size) and resampe it but beware of high memory usage.alt text

These triangles occur simply because you are trying to put more details in a heightmap, that it can accommodate at given resolution.

The following are the solutions to handle the problem:

  • Increase heightmap resolution
  • Reduce Z scale of the landscape
  • ** Perform some sort of low pass filtering and/or smoothing on your
    heightmap before importing it in
    UE4**

The latter option should be your primary choice.

Thanks for all the replies, I should try your suggestions, in the meantime however I’ve discovered that terrain tessellation solves it for me.