I being trying to proceduraly create a terrain grid for my proyect using unity terrain engine. I like the idea of using unity terrain tools from script. It makes it easier for me and it allows me to avoid going deep into vertex shaders and re-invent the well to make my own terrain engine.
Unfortunately, after varius tests i can’t seem to set a smooth (or close to smooth) relief from script. The terrain import heightmap raw works nice but i can’t do that from script on runtime. I try reading the grayscale from an image but the result is pretty much ugly. I just get steps and aparently there’s no way to interpolate the height between points.
To achieve something “usable” i have to set the size of the terrain to something like 10000 and the height set to no more than 100. But it totally lose all scence of terrain. It just looks wrong, plus i also lose detail control over the terrain tile.
I don’t want something very complex or edge cuting technology. I just want to achive something usable to bring my proyect into a beta stage. I had prety much everything covered but with a poor relief mesh is pointless.
I know this have been asked a lot and i did look a lot in the forums and the web but i just found ansewrs and no explanations So i ask again, is it posible to get rid of this steep changes of heights when generating terrain relief from script? Is there a way?
I’d very much like to keep using unity terrain engine.
And also i don’t want to buy outside code that do it for me. This is for various reasons. And having to write a shader to control textures is something i don’t even know where and how to start.
So before i sadly start the long path of learning procedural terrain generation from scratch i would like to know if there’s a way to get the same result of an import heightmap raw but on runtime from script.
Gabriel.