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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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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 ...
Reverend Speed's user avatar
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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 ...
HenriV's user avatar
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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 ...
Keksoskajoska's user avatar
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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 ...
Iron Attorney's user avatar
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2 answers
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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 ...
martinrhan's user avatar
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1 answer
191 views

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 ...
Giuseppe's user avatar
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343 views

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 ...
Harper Rhett's user avatar
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466 views

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 ...
Sad Strawberry's user avatar
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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 ...
Miguel Myers's user avatar
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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 ...
IMGSaibh's user avatar
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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 ...
Luca Venturini's user avatar
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2k views

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
Ahmed Rahmi's user avatar
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1 answer
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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 ...
KayleMaster's user avatar
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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. ...
Ishtiak Ahmed Evan's user avatar
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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 ...
Fluffy the Togekiss's user avatar
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1 answer
1k views

I have a raw 2D height map which consists of cells of the following structure: ...
Marco's user avatar
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328 views

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 ...
wedesoft's user avatar
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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 ...
Loki's user avatar
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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 ...
GameDevNerd's user avatar
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1 answer
863 views

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 ...
UnknownUser's user avatar
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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 ...
clocktown's user avatar
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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 ...
TheWanderer's user avatar
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574 views

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 ...
Taceo's user avatar
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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/)....
Zizheng Yang's user avatar
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1 answer
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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 ...
PlanetBuilder's user avatar
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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, ...
Marko Taht's user avatar
2 votes
3 answers
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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 ...
dw28's user avatar
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2 answers
228 views

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 ...
Madmenyo's user avatar
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1 answer
633 views

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 ...
Arthur's user avatar
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4 votes
1 answer
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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 ...
Theseus's user avatar
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2 votes
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401 views

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 ...
Arthur's user avatar
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5 votes
1 answer
6k views

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 ...
Jarrett's user avatar
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3 answers
1k views

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 ...
Dhaval Patel's user avatar
1 vote
0 answers
5k views

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 ...
Prokop Hapala's user avatar
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1 answer
582 views

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 ...
yente paternotte's user avatar
3 votes
2 answers
566 views

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 ...
Bálint's user avatar
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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. ...
Tin Tran's user avatar
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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 ...
Theo Walton's user avatar
2 votes
3 answers
2k views

Introduction: I am working on a heat map made by Perlin Noise with the next result: (Figure 1) ...
Jonalca's user avatar
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2 votes
1 answer
1k views

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 ...
Jonalca's user avatar
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0 votes
1 answer
100 views

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 ...
Jonalca's user avatar
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2 votes
1 answer
690 views

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 ...
Kyy13's user avatar
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-1 votes
1 answer
625 views

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 ...
The Gugaru's user avatar
3 votes
2 answers
583 views

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 (...
Ben Wiley's user avatar
6 votes
2 answers
3k views

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 ...
Bram's user avatar
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268 views

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'...
Geo's user avatar
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3 votes
0 answers
84 views

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 ...
Jeka's user avatar
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0 votes
1 answer
222 views

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 ...
DonutGaz's user avatar
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1 vote
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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 ...
AzulShiva's user avatar
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3 votes
3 answers
729 views

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 ...
David Titarenco's user avatar