@@lolo_simracing_arg no problem. In need to make and better one. This one just is kinda bland. I would say too if you try to make a real world location to get the max height. And tell the terrain tool when importing to set max height that. And can’t stress this enough… render 16 bit greyscale in blender for your elevation map. 8 bit is fine if you want to make a lot of stairs haha. It id also not to be used in terrain paint elevation map. That is also an elevation map, but has to be 8 bit color there. Also did not mention. I typically use jpg for terrain textures. Dds not allowed in PBR 1.5 If if is. I don’t how to get it to work.
I don't see much different in Height Map compared to other game engines. It should give the object more detail and depth but it still look like Normal Map as flat surface from low angle. Height Map should be like the displace modifier in Blender for example
@@naorl8866 oh I agree. The height map in the terrain paint for PBR does not seem to do anything but fringe the ends of a texture. Like if you tore a paper towel on the end. The elevation map baked in Blender is an elevation map, and the game does use it to make the terrain but your limited to 8k. If you do like me and prefer the smaller terrain tool, and paint brush going to 0.5 will make the 8k an 4k in actual size. You can go even lower. But it becomes ridiculous small and dense. Takes forever to do anything with 8k terrain blocks. There terrain tools are pretty limited as far as performance goes too. Maybe all game engines are like this. Keep an eye on the forest items. A parallax mapping feature is coming to it. It’s already partially implemented. Not the same as the non PBR terrain paint one. That is in the forest items menu
thank tou mannnnnnnn
@@lolo_simracing_arg no problem. In need to make and better one. This one just is kinda bland.
I would say too if you try to make a real world location to get the max height. And tell the terrain tool when importing to set max height that.
And can’t stress this enough… render 16 bit greyscale in blender for your elevation map. 8 bit is fine if you want to make a lot of stairs haha.
It id also not to be used in terrain paint elevation map. That is also an elevation map, but has to be 8 bit color there. Also did not mention. I typically use jpg for terrain textures. Dds not allowed in PBR 1.5
If if is. I don’t how to get it to work.
I don't see much different in Height Map compared to other game engines. It should give the object more detail and depth but it still look like Normal Map as flat surface from low angle.
Height Map should be like the displace modifier in Blender for example
@@naorl8866 oh I agree. The height map in the terrain paint for PBR does not seem to do anything but fringe the ends of a texture. Like if you tore a paper towel on the end.
The elevation map baked in Blender is an elevation map, and the game does use it to make the terrain but your limited to 8k. If you do like me and prefer the smaller terrain tool, and paint brush going to 0.5 will make the 8k an 4k in actual size. You can go even lower. But it becomes ridiculous small and dense. Takes forever to do anything with 8k terrain blocks. There terrain tools are pretty limited as far as performance goes too. Maybe all game engines are like this. Keep an eye on the forest items. A parallax mapping feature is coming to it. It’s already partially implemented. Not the same as the non PBR terrain paint one. That is in the forest items menu