I’ve run into a block. My terrain generator runs much faster than most, but it isn’t compatible with Unity’s terrain, because while my generator creates data positioned absolutely in 3D space, Unity’s terrain objects can only handle values in an arbitrary space between zero and one. Here’s what I mean…
The first layer of perlin noise, which I call “elevation” is the truly macro-scale octave. It has an amplitude of 2500 meters, 500 of which are below sea level (zero). Its wavelength is 10000 meters, to ensure it doesn’t affect the overall map shape too much. Scaling these float values to fit in the space between 0.0f and 1.0f would lower precision too much.
Are there modifications I can make to the Terrain object, or is it possible to create a similar object, which will work with the Terrain Toolkit functions? (I’m okay with having to modify the Toolkit sources to connect with the new class)
I cannot change the generator because its effectiveness relies on generating absolute positions. If there’s a way to translate the output to something that will work with Unity’s Terrain structures without sacrificing precision, please advise.