1/23/2023 0 Comments Unreal engine 4 heightmapIn previous terrain systems in Unreal Engine, there were either no restrictions (i.e., any dimensions were valid and would work) or the restrictions were fairly simple (i.e., only square power of two heightmaps were allowed). In order to create a system that allows for huge terrains while still being efficient in terms of memory and performance, the architecture implicitly applies restrictions on the dimensions of the heightmap, meaning there are certain dimensions that are valid and others that are not. Being able to determine what dimensions for heightmaps are valid and, beyond that, which are optimal requires a thorough understanding of the underlying architecture of the Landscape. Valid dimensions for Landscape heightmaps are not always immediately obvious when getting started. The following document aims to bring these restrictions to your attention as well as provide you with valuable information so that you can strike the best balance between beauty and performance with your Landscape. To get the best performance possible from the Landscape system, there are certain technical restrictions that have to be applied.
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