Height map 16 bit

16Bit or 8Bit Displacement Maps?

Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Come check them out and ask our experts any questions! Joined: Jun 1, Posts: I've been playing with exporting height maps and I'm a little confused. I export a 8 bit height map from Unity and reimport it straight away I export a 16 bit height map from Unity and import it into Photoshop as 16 bit, save from Photoshop, Import into Unity and its all messed up, infact importing as a 16 bit RAW height map into Photoshop looks pretty messed up anyway.

I export a 16 bit height map from Unity and import it into Photoshop as 8 bit, 2 channel. Is this normal?

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I'm really after getting this heightmap into Lightwave so I can trace some roads and rivers over the rough model, If anyone has some suggestions they'll be most welcome. Joined: Nov 7, Posts: Brian-KehrerAug 19, Thanks, that makes sence why saving 16 bit out of photoshop didnt work, I didn't think to import the opposite of what i'd exported, how silly of me so now I have a single channel 16 bit RAW file in photoshop, it will now allow me to save as a PNG either interlaced or not which lightwave can use however on usign it as a displacement map it still shows these contour artefacts where in Unity the heightmap is smooth.

I've never used the Raw file format before, any help so I can understand it more would be great. Joined: Oct 19, Posts: 1, Thanks for that I've had a read of various posts and know a little more about these elusive heightmaps I've come to the conclusion that getting a rough tho not as rough as i've got into Lightwave is a no go, I also asked a friend to try use the raw file in C4D and apparently nothing happened. I'd be interested to know what the Unity developers who made the Island demo used to make the ripples around the coast, these must have been made in an external program using the heightmap from Unity as a template?

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Joined: May 13, Posts: I am not familiar with Lightwave, but it looks like you are importing an 8bit image into Lightwave which creates the steps for a lack of information. I would check what 16bit image file format Lightwave supports and try to re-import. You are a star etoiles, I've been bouncing things back and forward testing this, testing that all day, I think my brains melted!

Thanks again kinl. I know the feeling, been struggling with this for a while before I perfected my workflow using modothanks to a lot of help from the friendly forum people. Joined: Sep 8, Posts: 2.

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I am actually having some troubles too. I cant find a free photo editor that lets me save in raw. I have Gimp but its telling me I cant.

height map 16 bit

Does anyone have any suggestions as to what I can do? AwesomemanSep 8, Joined: Nov 20, Posts: Update on this thread. Gimp does support exporting as raw now. This video is helpful though when I click import raw on the Terrain inspector nothing seems to change for me Thinking my numbers may be off or perhaps I am using too large of a file as its x You must log in or sign up to reply here.

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Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. However, my terrain looks steppy because the height is expressed with 8 bits only. Or should I use another image library for this task? As Andon M. Coleman recommended, I used raw binary format to store bit height data and got the required result. Learn more. Asked 6 years, 5 months ago. Active 6 years, 5 months ago.

Viewed times. I am trying to load a height map for terrain using SOIL. RostakaGmfun RostakaGmfun 5 5 silver badges 17 17 bronze badges.

Would it be possible to supply both the image you are trying to load, and the one being output by SOIL? This really is not a good idea. Coleman Apr 23 '14 at Andon M. Coleman, as you pointed out, I had incorrect values for the internal and pixel transfer formats. However, this does not solve the problem because SOIL returns the contents of image as an array of unsigned bytes, not bit values. The question is - how to load data in an unsigned short array?

If you want to load an array of bit data, don't even bother with SOIL. There are only a handful of HDR image formats, you would be better off avoiding an image file altogether and just store your data in a raw binary format.

You can always layer it on top of something like zlib to improve storage requirements. Coleman Apr 24 '14 at Coleman, OK, that is probably the best idea, so I am going to do so. Active Oldest Votes.

Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast Ben answers his first question on Stack Overflow. The Overflow Bugs vs. Featured on Meta. Responding to the Lavender Letter and commitments moving forward.In previous tutorials we have been using the bitmap format for terrain height maps.

Although this format is easy to use it is incredibly limiting in terms of the amount of terrain detail that you can render. From the height perspective you are limited to discrete height steps which makes it impossible to have things like smooth rolling hills and steep jagged mountains represented in the same height map. To achieve that kind of detail we need to look at using a 16 bit format, and in this tutorial I will cover using the most straight forward one which is RAW.

Using a 16 bit RAW format we can now have discreet height steps. This provides us with the detail we are looking for to represent almost any terrain type. And secondly the RAW format is extremely easy to read in since it just stores only the height values in a linear fashion.

There is not header or any other type of metadata in the RAW file format. So you just open the file and read it straight into your array and it is ready for use. Note there are different formats within the RAW format, but we will just cover the default unsigned short 16 bit RAW version. To create RAW files you generally need terrain building programs like World Machine to build them for you since you can't paint 16 bit RAW files manually.

And likewise to view them you need to use another program or something you have written yourself that is 16 bit RAW file aware. For this tutorial I used World Machine to create a one kilometer by one kilometer terrain. The file extension used is.

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The color map is still a bitmap file but is sized by just like the RAW height map for one to one mapping. As you can see our terrain has far more detail now:. The setup. The TerrainClass header has been updated to include a new private function for loading in RAW height maps.

height map 16 bit

This new function will be used instead of the previous bitmap height map reader. The previous LoadBitmapHeightMap is no longer utilized.

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Since this is a 16 bit format we use unsigned short instead of unsigned char to create the array that the data will be read into. Also when we parse through the array to copy the data into the height map structure we don't have to traverse it backwards because the RAW format is not stored upside down like bitmaps.

We now have the ability to render highly detailed terrain using the 16 bit RAW format for height maps.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. It only takes a minute to sign up.

I have been using a totalstation to measure a hillside and I am trying to convert the point cloud to a 16bit png heightmap that I can use in Unreal Engine 4. I'm guessing that you're seeing quantization - the output comes out looking "terraced", like rice fields. If that's the case it's because you're outputting 8 bit png, which only has possible values.

Make sure you set the MAX value to the full range, or the heightmap will be clipped, giving an appearance of mesas. That will output a Unsigned Integer 16 bit png, with your float values mapped across the full bit range of values. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Ask Question. Asked 3 years, 4 months ago. Active 3 years, 4 months ago. Viewed 2k times. What am I doing wrong? Gisnoob Gisnoob 1 1 silver badge 10 10 bronze badges.

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Work fast with our official CLI. Learn more. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Expand the Elevation Products 3DEP section which will allow you to select which dataset you would like to get elevation data for. The data sets that you will be interested in are as follows, with the '1 meter DEM' being the highest quality:.

Note that, although 1 meter DEM provides the highest resolution data, the coverage is a lot less than the other data sets. You can toggle the coverage of each data set by clicking the 'Show Availability' link under each tickbox. More information about the data sets can be found here. For this guide, I will select '1 meter DEM', click 'Show Availability' and zoom to an area of the map that has coverage.

Heightmaps and Texture Set

With a suitable area centered in the view, click the 'Find Products' button and you will get a list of all the elevation data which exists within the area you selected. Scroll through the list and look for interesting topology from the thumbnail view.

Click the 'Download' link to download one of the files. If not, please read the previous section. For example:. Otherwise, if you are converting from ArcGrid, you need to specify the ArcGrid directory.

The scale option will output an additional heightmap which has been scaled to your resolution of choice square resolution. The tile option will also slice the original heighmap into sequential tiles of whatever resolution you set. The random option performs the same action as tile however the slices are random, rather than sequential. The script will also print out the minimum and maximum elevation values in meters for the terrain which you you may want to take a note of for use within your game engine.

We use optional third-party analytics cookies to understand how you use GitHub. You can always update your selection by clicking Cookie Preferences at the bottom of the page. For more information, see our Privacy Statement. We use essential cookies to perform essential website functions, e. We use analytics cookies to understand how you use our websites so we can make them better, e.Included in the download are the highest possible resolutions of the chosen texture satellite, street and an 8 bit grayscale heightmap, both as PNG file.

With this set its possible to create and edit your own 3D maps in the common 3D programs e. You can also use these high-res images in the Embed 3D Map set to replace the low-res versions. The loading time will increase afterwards, but the quality and details of the 3D map will appear much better. The size of the download image depends on the resolution of the used screen. To get the largest possible size, we recommend to use to switch to full screen view when selecting the map section.

Depending on the screen resolution the heightmap and the respective texture can reach a size of 4. The resolution of the 3D map preview is considerably lower max. Texture and heightmap will be exported in the highest possible resolution. Note : The resolution of the maps depends on the map provider. Satellite maps are currently available up to zoom level 13z, respectively up to 18z for the US and Europe. Street maps are available up to 18z and Top maps up to 17z.

We have no influence on the quality of these maps. Forgot your password? Lost your password? Please enter your email address. You will receive mail with link to set new password. Heightmaps and Texture Set. Grayscale Heighmap 8 bit grayscale PNG file.

Unreal 4 Engine. Sign in New account.Terrain tools that affect height, such as Raise or Lower Terrain and Set Heightuse a grayscale texture called a heightmap. Unity represents the height of each point on the Terrain The landscape in your scene. More info See in Glossary as a value in a rectangular array.

It represents this array using a grayscale heightmap A greyscale Texture that stores height data for an object. Each pixel stores the height difference perpendicular to the face that pixel represents. See in Glossary.

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Heightmaps are built into the Terrain, and the values stored in a heightmap define the height of each point or vertex on the Terrain.

You can import and export heightmaps into the Unity Editor. This is useful when you want to use real world height data to replicate a landmark such as Mount Everest, or work on a heightmap image in an external editor like Photoshop. You can also use 3D modelling applications, such as Houdini and World Machine, to generate Terrain, then import your Terrain into Unity as a heightmap.

A RAW file uses a bit grayscale format that is compatible with most image and landscape editors. To access the import and export settings into the Editor, select the Terrain component in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, alowing you to inspect and edit the values.

height map 16 bit

More info See in Glossaryand click the Terrain Settings button gear icon in the toolbar. Version: Language : English. Unity Manual. Unity User Manual Grass and other details. Terrain settings. Publication Date: Determines how many bits Unity uses per pixel in the imported or exported heightmap. Determines how Unity orders the bytes for each pixel The smallest unit in a computer image.

Pixel size depends on your screen resolution.

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