Hi there, im new here, but looking foward to getting involved with the community. Was hoping some one out there might be able to help me out with a problem im running into. I am currently trying to make a UDK environment using Choco's amazing Terrain tutorials
[ame="
http://www.youtube.com/watch?v=EtR-4vA6wAg&feature=plcp"]How to import a terrain to UDK - YouTube[/ame]
[ame="
http://www.youtube.com/watch?v=EtR-4vA6wAg&feature=plcp"]How to import a terrain to UDK - YouTube[/ame]
I try my best to follow his examples. but for some reason my levels just don't turn out like his. When i import my World Machine height maps to UDK, I loose alot of detail in the surface, And i am left with alot of blocky riggid geometry. This also happens when i import into Max, mudbox and even when i import back into world machine, this makes no since to me. :poly127: I render out 4096 height maps just like choco, and even re-rendered a 1009 for the udk as a TGA file just like he does. What am i missing here, why do his level import nice and clean?? Anyone know?
Replies
TGA (or any 8bit format) cannot store enough information to reproduce a smooth transition because it can only have 256 levels between black and white.
You need to be using at least a 16bit image, such as tiff, png or even OpenEXR or raw to get anything decent when using heightmaps.
It applies to all images. 8-bit image is the same as 2^8 = 256. 16-bit image is 2^16 = 65565, so 65565 different levels of height in this case.
http://www.crytek.com/download/AdvRTRend_crytek.ppt
personally I wouldn't use 16 bit for anything but a heightmap bake in production - it just takes too much time to work with 16 bit files and you will always have to go back and forth with shit. 8 bit is more than enough detail in 99% of your daily production artwork on games.