I would like to know, how do you do a realistic terrain with a real data.
My problem is :
I’ve a MNT file of my terrain. I try to past by world machine to create a height map but after import my height map raw I’ve not a good result
After that I try with 3DS Max, with a plane and my height map. It’s okay but after my import (in FBX) my mesh is slipt in 4 mesh
Have you any idea?
I’ve not heard of an MNT format but then I didn’t look too hard; but if it a new proprietary military format you likely won’t find a commercial program you need to convert it to a Unity compatible heightmap.
That said most terrains will need the minimum, maximum, and a good mid-point adjusts to get a good result, even if you use a 2 sqkm grid to match up with Unity. I adjust the values in TerreSculptor and export to Unity format.
Also, I’ve had lots of trouble trying to create nice maps of areas like the 10,000 Islands off the southwest coast of Florida because it’s just wandering sandbars and mangrove swamps and the satellites fail to create a good height map of ocean floors and the floors of other bodies of water. Mountain chains are easy because their features are usually recognizable once you adjust the low, mid, high points correctly but also because their tend to be little water nearby.
Download the appropriate format government data (*.hgt works nicely) from a.
choose the interesting subsection you want from a tile and save for import using b. A 1’ *.hgt grid is about 100 sqkm depending on latitude and 3DEM subselection will by default choose one subgrid from a 5x5 grid so you’ll have choosen approximately 20 sqkm subgrid. Unity by default uses 2 sqkm when you create terrain but you can scale the heights and depths how to fit the terrain in TerreSculptor. If you want to be a stickler you can adjust the size of the subgriid chosen with 3D to be 1/5 the original subgrid selector but you’ll need a transparent ruler overlay or have to eyeball it. If you use a 3’ grid then adjust the math accordingly.
Import and adjust using c., then export as a raw 16-bit (Windows format unless using a Mac)
Import raw 16 bit Windows format into Unity and generate terrain splatmap using d.
If your terrain is too high poly in Unity then search for Unity Terrain Exporter and export the terrain at 1/16 resolution and then create a new texture for it (as the texture from the terrain toolkit might not have as varied a texture as you might like).
Thanks, I try this method. It’s okay to the terrain but when I want to grab the texture I’ve a picture with a lot of tiles. It’s not my terrain texture just one part. Have you an idea?
Thanks