Sharp edges on heightmap
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:
([url]https://forums.unrealengine.com/attachment.php?attachmentid=8844&d=1408097507[/url]) someone with same problem with unsolved thread
My examples -------------------------------
Thanks a bunch
I would love a solution for this as well. Some sort of heightmap tesselation thingy would be awesome.
answered Jun 27 '16 at 10:28 AM
You need to raise up component size (section size) and resampe it but beware of high memory usage.alt text
answered Sep 30 '16 at 01:28 PM
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:
The latter option should be your primary choice.
answered Oct 04 '16 at 08:26 AM
Thanks for all the replies, I should try your suggestions, in the meantime however I've discovered that terrain tessellation solves it for me.
answered Oct 05 '16 at 02:38 PM
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