Unity world machine problems on import

Could anyone tell me what settings I need in order to get a terrain properly into Unity from world machine?

I’m trying to get a tiled terrain from world machine into Unity, but the heighmap wont import correctly. I’ve tried all of the available RAW formats to export to. Exporting to just RAW creates a minecraft looking terrain, its very blocky. Exporting to RAW16 appears ok, except I get these massive plateau’s appearing on my terrain that I never put there. Exporting to RAW - FP32 crashes Unity.

if anyone could help that would be great.

anyone have an idea?

bump

No one ran across this?

No ideas?

mourning bump

I’ve used worldmachine without any problems. Post your map in RAW16 format, and let me take a look at it.

Hello. I noticed when I view the terrain in world machine in the 3D view it looks fine, but when I view the terrain in world view its very noisy and jagged. Do you know whats causing this? I attached a zip file with the scene and the raw image.

1114365–42032–$scene.zip (6.99 MB)

Got it, I’ll look at it and see if I see anything abnormal.

Definitely not a problem in importing. I imported your .raw file, and saw the same exact results that you did.

However, I went into world machine, loaded your project file, select the “height output” node, and built and exported it. Then I renamed the .R16 file to .Raw, imported it into Unity. (I had to change the byte order from mac to windows, since I’m on a mac) and the output looked exactly like it did in World Machine.

World Machine:

Unity:

Looking at the original .RAW file, it clearly is not random junk. It appears to have gone through a Terrace node, followed by an Erosion node. However, i do not even see a terrace step in your project. Nor does the file I see in World machine or Unity look anything like the raw file or picture you posted.

So, I think the problem must be somewhere in your workflow, not in WM or Unity.

As said above, had this same problem. It is indeed byte order. Set it to the system on which you’re importing.
Same for people making there maps in photoshop. Choose not-interleaved and 16 bit when saving a RAW file. And if you’re on windows, import in Unity as 16 bit and windows byte order as well setting the size ( your heightmap size must be mach 2 + 1 pixel on width and height ) to the size of your heightmap.

Missing one of these options, adds spikes on your terrain. Wrong byte order = spikes on strange places. Not adding that 1 pixel on width and height on your heightmap image = spikes on 2 edges of your terrain.

Hello again. I forgot to include a few image mask with the file, so your terrain looked completely diferent from mine. Here is another version with the mask included.

If you look at the terrain from the 3d view it looks fine. However if you go to world view and zoom down to the ground, a ton of sharp spikes start appearing on the terrain. When I exported the whole map to raw16 and imported it into unity, the mountains were much taller then they should be. I made sure the byte order was windows.

1115318–42058–$scene2.zip (6.79 MB)
1115318--42059--$sharpMountains.jpg

Yeah, you just have to adjust the “terrain height” value in the terrain resolution dialog until it looks right. I think the default is 600 meters, so if the mountains are 3 times as high as they need to be, change it to 200 (etc).

what about the pointy sharp edges though? If you view the terrain in world view, they appear close up. I think they are being exported the way they are seen in the world view.

The problems arise when I export a tillable terrain to Unity. The first pic was one section of a 9 piece tile. When I export just the whole map it looks like its raised some, and also its very noisy when I zoom in.

up

Hello Roger,

You can use TerrainComposer to import anything from WorldMachine with a few clicks. Heightmaps, Flowmaps, Texturemaps, etc…Works with exported tiles from WM on multi terrains. Also you can load big heightmaps >4096 and spread them over multiple terrains, etc.

Greetings,
Nathaniel

greetings. Thanks for the reply. Although I found out the problem was I had ‘‘normalize’’ check marked on a clamp node I was using.