Questions tagged [heightmap]
A raster image which can depict a 3D environment through mapping out the height at every point. Can be thought of as a mechanically consumeable form of topographical map.
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How do I get a 3D collision with a Heightmap in Raylib?
I'm presently trying to do a sorta Starfox clone with Raylib, using the heightmap example here: https://www.raylib.com/examples/models/loader.html?name=models_heightmap
In order to handle collision in ...
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How to make a texture glide in the terrain slope direction
I would like to make a water texture glide on the terrain (heightmap), in the direction of the slope of the terrain, to make a flowing water effect.
In the fragment shader used to draw the terrain, I ...
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Height gradient generation from height map,using compute shader has weird artifacts
I am trying to generate the height gradient (the slope) for a heightmap of mine using a compute shader in Unity, and the result has weird ringing artifacts and I completely lost what could be wrong. I ...
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Is it possible to use a pre-existing texture buffer containing vertex data to initialise a vertex buffer for rendering in OpenGL v4.6?
I'm generating a heightmap in a compute shader in OpenGL v4.6 and storing it to a texture.
Lets say I actually store the full vertex data in that texture instead of just the height, which is a trivial ...
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How should I implement a terrain raise/lower brush? [closed]
I am trying to make an terrain editor. The terrain is described by a grayscale height map.
When I click at somewhere in the terrain map with the brush, the terrain should raise or lower about that ...
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How to fix diamond artefacts in diamond square algorithm?
I'm trying to implement the Diamond Square Algorithm. In order to do this I'm following this tutorial: Diamond Square | Procedural Generation | Game Development Tutorial
I store the height values into ...
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How can I prevent height map artifacting when wrapping a texture around a sphere?
So, I have been on a bit of a journey wrapping a texture around a sphere. So, if you are reading this looking for spherical texture wrapping solutions, I would suggest checking out my last post as ...
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Python Generating a Shadowmap from a Heightmap
I've recently been experimenting with Python and PIL to generate heightmap images using simplex noise. The generated heightmaps are simply 2D numPy arrays with height values ranging from 0-1. I ...
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Quadtree UV mapping texture
I need help coming up with dynamic uv values (general formula) so that my texture looks continuous through all levels of my quadtree. level 0-1 works perfectly, level 1 subdivision looks great. but ...
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Perlin noise terrain generation around given road mesh
I am generating terrain around a route. The route already exists. I am using the Perlin Noise function implemented in Unity to generate terrain tiles that merge seamlessly.
I generate the terrain ...
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How to get height from a mesh
I have a terrain which is a mesh. Given the x and z coordinates in which a character is placed, I would like a function that ...
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find one meter to scale in earth heightmap
I have a heightmap that scales from 0 to 255. the map is only for elevation (discluding water and ice) what would be the appropriate way to calculate the scale of one meter? heightmap below
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Deriving shadow position from a 2D heightmap
I have a 2D heightmap with discrete values. Based on these values they should cast a fixed position shadow (constant angle respective to the "sun"). I can figure out how to cast it on a flat ...
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How to use the Moon Trek API to make grayscale heightmaps?
I have a game project where the player will explore the moon's surface.
For the terrain I thought I could use this particular image height-map, but it is so massive that my computer can not handle it. ...
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Collision Resolution for Height Maps
GameDev StackExchange!
I've written height map collision detection into my game, but I've been struggling on how to get the resolution step to work well with player movement. (This is in 3D, by the ...
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Efficient algorithm to aggregate a heightmap to a lower resolution
I have a raw 2D height map which consists of cells of the following structure:
...
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OpenGL height map accuracy for planetary rendering
I am trying to implement planetary rendering and I am trying to use OpenGL tessellation to model the terrain. Here is an overview picture using cube faces projected onto a sphere:
If I use the ...
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How can I create a heightmap for ocean surface simulation?
I am working on a game that is based on boats fighiting each other. The game is finished but due to some license incopatibilities, I have to change how I simulate the surface of the sea.
What I used ...
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Problems blending biomes together in relation to moisture/temperature
I am trying to achieve smooth biomes blending for my procedural 3D terrain.
I've been doing some research on this creating biomes topic and I found some good sources that talk about creating biomes by ...
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Problems creating a biomes map
I am working on an infinite procedural terrain generator and at the moment I am trying to generate a proper heightmap from a biomes map.
I'm not sure what is the best way in creating a proper biomes ...
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Bake a heightmap from Editor
I want to implement a heightmap-based water simulation algorithm in Unity. I know exactly how I would approach this in pure low-level C++ and OpenGL (and also Shadertoy), and most of it is ...
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Diagonal discontinuity in perlin noise terrain
I'm using Bilinear filtering to interpolate perlin-noise based height data. However, when I render the resulting plane mesh, there is this obvious diagonal discontinuity in the generated terrain.
See ...
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Generating noise heightmap in C# Console
I want to generate a heightmap for a 2D world (top-down, not a side-scroller), I've followed a guide that worked fine in Unity but in my current project which is a C# console application it doesn't ...
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Sea is higher than land when importing large real world terrain
I am trying to import some real world terrain into Unity with the help of Global Mapper. The data I am using is download from CGIAR SRTM(http://srtm.csi.cgiar.org/,http://srtm.csi.cgiar.org/srtmdata/)....
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Where can I find an accurate map of Earth for a real-time third-person game?
I want to create a game that will allow the player to move to any place on Earth. The game will not be first-person, but it will be possible to zoom in quite close nonetheless. What I am lacking is an ...
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Zooming into generated map
I have generated a 1024 X 1024 heightmap using Open simplex noise. Now i want to zoom into a 64X64 area. Every pixel in the 64X64 is not 16X16 on the larger scale.
I tried just generating the area, ...
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Recommended data structure for storage and fast access of infinite chunk-based heightmap terrain
I'm aiming to create a chunk based heightmap terrain in Unity.
I already have a basic multifractal simplex noise set up and working, able to generate heightfields and meshes at runtime... but only ...
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Capping neighbour height difference on heightmap?
I am generating a heightmap with some basic perlin noise but I need to cap the differences between each neighbouring value. A cardinal neighbour can only be ...
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Fastest way to regroup every cell with the same value into a cellular noise
I'm working on a Map Generator, who are computed based on multiple height-map (I'm using FastNoise Asset on Unity Store to get all data) and they are split into Chunk.
Some noises are "cellular" and ...
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Workflow for creating spherical heightmaps
I'm wondering how I can create a spherical heightmap.
In my ideal workflow, you'd see a 3D sphere that you can edit using procedural terrain techniques (like World Creator) and that spherical terrain ...
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Unity3D - How to create flat map render based on endless noise data
The Project
I'm working actually on a Endless Map Generator (with chunks, height-map noise, threading system, etc..)
This is actually what "dev data display" look like:
The Goal
Now I want to create ...
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Calculating normal map from height map using Sobel operator
So I'm trying to generate a normal map from a greyscale height map. Unfortunately the result I'm getting doesn't seem quite right.
Here is the height map I'm using to generate the normal map:
Here is ...
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SRTM data represented in 3D using Unity Terrain
I am new to using Terrain height maps in Unity.
I'm trying to use real-world terrain height data, using sources including:
The US Geological Survey (files like N24E054.hgt)
Google Maps (SRTM hdr ...
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How to extract terrain heightmap from some free online map (OpenStreetMap,GoogleMaps, NASA WinWorld etc.)
I downloaded some small tile ( 10x10km ) from OpenStreetMap but I don't see what is the simplest way how to get actuall heightmap like this out of .osm file.
I'm ...
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How to make one-axis tileable simplex noise?
I made a program that uses perlin noise to generate a height map. It worked very good. Later I changed it to use simplex noise.
What I want to achieve now is that the left edge fits in the right ...
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Creating terraced terrain
Let's say I have a heightmap, but I want to create flat areas on it. The easiest solution would be to just say that every value between 0.2 and 0.4 should just become 0.3, but to keep the terrain ...
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How do I calculate where which pixel it's reflecting based on a height map?
I saw this How can I Compute steepness for heightmap while looking for a way to reflect pixels.
But now that I have the steepness/slope I don't know how to calculate which angle it's pointing at.
...
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removing triangle artifacts from overlapping height maps OpenGL
I have two 100x100 height maps that I am drawing using a triangle mesh. One represents the land height, and the other represents (water + land) height.
I currently draw both meshes on top of each ...
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How to make a noise gradient?
Introduction:
I am working on a heat map made by Perlin Noise with the next result:
(Figure 1)
...
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Applying Perlin Noise to Tiles
Playing with some Documentation about Perlin Noise I managed to create this map:
Nothing different from other Procedural Generated Maps. It is a HeightMap with colours at given heights.
The problem I ...
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The GameObject transform automatically sets to (0, 0, 0) when i apply Perlin Noise
I am learning how to use the Perlin Noise with some Documentation. So far i mostly understood quite a lot.
Here i post the codes in order:
The Noise Code
...
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Algorithm for "mipmapping" terrain vertex heights and normals
I am creating an engine in opengl. As the distance from the player increases, the width and height of the tiles increase by factors of 2. How can I do this? I am currently just averaging, but I miss ...
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Height Maps for story driven terrain
We are developing an indie story driven adventure game and our writer is writing specific geography into her story. Is there any information on how to create height maps for specific geography? I have ...
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Diamond square texture: too-diamond-ish?
I wrote a small JavaScript implementation of the Diamond-Square height map/texture algorithm and the result is much more industrial-looking than I expected. I can trace a diamond pattern throughout (...
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Procedurally generated terrain that has some caves
I want to generate a terrain that has a few overhangs, and some caves.
So a simple height field from a 2D noise is out, as there would be no overhangs.
The other extreme, to define a world from a 3D ...
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Level editing using a 2D map for a 3D game
We're trying to make a level editor for a 3D game that involves walking around outdoor environments. In many ways a heightmap satisfies the game's needs, but it also falls short in several ways, so we'...
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Merging tesselated terrain with manually modelled
In my flighsim visual system I am rendering large scale terrain using fixed grid mesh which is tesselated and displaced using height map. But for some relative small area (usually airports) we have ...
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How many datapoints are there generally in terrain height maps?
I've created my own heightmap with data from USGS. The heightmap is pretty large, but the point density is low, resulting in a low-poly terrain.
While performance is excellent, the physics engine I'm ...
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What's wrong with this Height Map in Unity?
In the first picture it seems the virtual surface of the normal map is calculated to behind the camera. I only have this bug on convex surfaces.
However in both these pictures it seems the surface of ...
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Drawing roads on heightmaps
I've been running into walls for the past week or so on my toy project in UE4. My goal is to draw procedural roads on a procedural landscape (eventually getting to intersections and buildings). The ...