When ever i make a heightmap in photoshop and send to unity it this happens
Original heightmap inputted
Is that supposed to happen, did I make the heightmap wrong?
When ever i make a heightmap in photoshop and send to unity it this happens
Original heightmap inputted
Is that supposed to happen, did I make the heightmap wrong?
what are you applying the heightmap to? is it a uvmapped plane with a lot of polys?
no just applying it normally by clicking “Terrain”>“Import Heightmp - Raw” selecting the photoshop raw with resolution 1024x1024
You’re going to have to smooth the height-map considerably.
Or maybe I should say BLUR the height-map.
If you had a super high resolution terrain it might work, but not with only 1024x1024,
at least in my experience. Maybe someone else knows better.
You shouldn’t need to blur it, it should not look that spikey. You need to make the file in photoshop’s resolution power of 2 + 1, not power of 2. So it needs to be 1025x1025. Also, make sure you save it in non-interleaved order.
This will resolve the spikiness?
Maybe I will learn something here, thanks.
thanks a lot it worked, the only problem is it comes out in 4serperate pieces like this
and is there a way to give it more polys so it would look so pointy besides smoothing it?
Raise the resolution on the Unity terrain?
did that, still looks low poly, thats the only opsticle in my way rite now
This is showcase anyway and that terrain is not a great achievement
![]()
Its not cause that was just a test, still gotta chop up my map into smaller parts, then I’ll have to stich them together
Here is a terrain created using the heightmap image that you posted. I also had problems using the PS raw format. . . this is the work around that I came up with.
Create a terrain in unity (default size is fine) and use the manipulation tools to change the terrain features a little.
Export (Terrain>Export Heightmap Raw. . .) and save the current heightmap from the Unity terrain. You should now have a .raw file exported from Unity.
Open the Unity .raw file and the PS .raw version in PS.
Select All of your original PS raw file and copy paste it into the .raw file exported from Unity. The pasted image should replace the original Unity .raw heightmap image. (Scale if necessary.)
Save the updated Unity .raw file.
In Unity, import the updated .raw file using the default settings. . . . and that should do it!
Thanks, but in that photo did the everything come really low poly?
Hi! I used the default settings in Unity when creating a terrain. I didn’t adjust the resolution or the other parameters. So I don’t think that the terrain is a low poly count. - paul
If it’s looking spiky, try changing the bit order from Mac to PC when importing (or vice versa, depending on your setup) and see what happens. This has helped me in the past.
i got rid of that problem by follow this [quote=“PrimeDerektive, post:5, topic: 464797, username:PrimeDerektive”]
You shouldn’t need to blur it, it should not look that spikey. You need to make the file in photoshop’s resolution power of 2 + 1, not power of 2. So it needs to be 1025x1025. Also, make sure you save it in non-interleaved order.
[/quote]
but i think its maybe my heightmap which made the terrain low poly
Am I to assume PhotoShop is the only way to do this? I have tried googling for some free online tool to convert a pic of any type into RAW format and cannot find anything. I really don’t want to spend the time clicking on a terrain to build up and down land, seems a complete waste. And I don’t have PhotoShop.