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.
140 questions
0
votes
1
answer
123
views
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 ...
0
votes
0
answers
262
views
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 ...
0
votes
2
answers
161
views
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 ...
0
votes
0
answers
337
views
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 ...
0
votes
1
answer
270
views
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 ...
0
votes
1
answer
579
views
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 ...
1
vote
1
answer
1k
views
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 ...
1
vote
1
answer
450
views
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 ...
1
vote
1
answer
327
views
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 ...
0
votes
1
answer
768
views
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 ...
0
votes
1
answer
443
views
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 ...
-1
votes
1
answer
571
views
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 ...
0
votes
1
answer
145
views
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 ...
2
votes
3
answers
3k
views
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 ...
5
votes
1
answer
629
views
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 ...
2
votes
0
answers
401
views
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 ...
1
vote
3
answers
1k
views
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 ...
0
votes
1
answer
577
views
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 ...
0
votes
1
answer
355
views
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.
...
2
votes
3
answers
2k
views
How to make a noise gradient?
Introduction:
I am working on a heat map made by Perlin Noise with the next result:
(Figure 1)
...
0
votes
1
answer
99
views
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
...
-1
votes
1
answer
620
views
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 ...
6
votes
2
answers
3k
views
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 ...
3
votes
0
answers
83
views
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 ...
1
vote
0
answers
2k
views
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 ...