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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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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 ...
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1answer
42 views

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 ...
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Exporting Terrain Heightmap from Unity is black

For a current project I need to export my terrain's heightmap to pass the height information to my shader. When I use the "Export Raw..." feature under terrain settings, I get a black image. What am ...
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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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128 views

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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1answer
60 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 ...
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2answers
113 views

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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1answer
96 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. ...
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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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3answers
284 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) ...
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33 views

How can instantiate this HeightMap into tiles?

Introduction I am using Perlin Noise to generate a procedural generated map based on height. So far, I used multiple approaches from which i learned something new (my final goal) from every doubt i ...
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1answer
208 views

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 ...
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1answer
46 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 ...
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1answer
109 views

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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151 views

How to deal with sharp edges on large terrain resolution in unity?

So first off I'm using a .raw file to generate my terrain and that part works great. My main issue is when I change the Terrain Width and Height to 5000 the Terrain gets so stretched it looks low ...
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1answer
83 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 ...
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1answer
226 views

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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2answers
562 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 ...
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101 views

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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1answer
81 views

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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0answers
869 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 ...
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316 views

Combining parallax occlusion mapping with shadow mapping

I've implemented shadow mapping and parallax occlusion mapping and both of them are working well, but I can't combine them. My problem is that if a model casts shadow to another model which uses POM, ...
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3answers
256 views

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 ...
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2answers
656 views

Using 2D Heightmap Data to generate terrain with the Marching Cubes Algorithm

The Marching Cubes (MC) algorithm works by taking 8 points of a cube with different density values and converting them into vertices and triangles based on a given iso level (threshold above which is ...
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1answer
316 views

Procedural generation of heightmap for non rectangular surface

I'm working on procedural generation of terrain for a continent, meaning I need a wide range of hills, mountains and valleys generated around the continent. For mountains I've adopted Amit's algorithm ...
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1answer
92 views

Heightmap vertex list to vertex + index list

Right now I'm trying to load a heightmap into my LWJGL application. I load it like that into a float[][] array and I can read the height value at a given x and z position in the map: ...
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1answer
626 views

Alternate approach to generating rivers in a procedurally generated world creates very boring rivers

I promise, I have read through the 100 other posts concerning "adding rivers to procedurally generated terrain" but I have a different problem than they typically address. I've been reading through ...
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1answer
128 views

Unwanted line between chunks in heightmap infinite terrain

I can't figure out what is causing the line between my two chunks. They are completely aligned. It must be something to do with the algorithm. I am using lua with the love2d game engine. Here is a ...
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2answers
424 views

My perlin noise height map doesn't have smooth transitions and goes directly from black to white

I am using lua with the love2d engine to make infinite 2d tiled terrain with perlin noise. This is just the first step and I want to fix the bugs early. The problem is that there is no gradient ...
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2answers
934 views

Need simple 3D terrain render with big texture map

I have a 1000 x 700 height map I have a 1000 x 700 texture map I did something very similar about 8 years ago: Using XNA. Unfortunately, when I bring up this old project and convert it to Visual ...
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2answers
162 views

Linear Gradient with angle forumla

EDIT: Ok so the question here is how to you generate a linear gradient along a vector. Here is the function i'm looking for: ...
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1answer
45 views

Average height of any point in a shape

Super quick intro. I am making a terrain generator (With a MC exporter mostly to debug). For the islands I am creating a map with points, and create a Voronoi diagram from it. Each intersection (Where ...
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2answers
811 views

Diamond-Square algorithm output is random and noisy

I have implemented a rough interpretation of the Diamond-Square algorithm in C++ to create some semi-realistic fractal terrain, but the output just seems like a random y value at each point rather ...
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1answer
129 views

Calculating a matrix to have the model follow terrain

So I've been messing around with 3D graphics in Java (using lwjgl), and I've hit a bit of a roadblock. I have a heightmap and a cube, and I want to find a way to have the cube rotate to follow the ...
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1answer
2k views

How can I generate a (relatively) linear dungeon path?

We developing a concept for an action side-scroller. What we need is a way to generate a (relatively) straight map. By this I mean something like... It's clear to see that this map follows one simple ...
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0answers
81 views

Cell height with heightmap for collision detection

Hello everyone I'm programming a game with c++ and openGL. My world is generated from a heightmap (100x100 matrix with values 0-255) and now I need a function that returns the actual height based on ...
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1answer
784 views

How to achieve a layered terrain simlar to Godus

I'm currently playing around with a few examples and techniques for terrain generation and suddenly remembered the game Godus - seen below. Youtube clip of Godus Looking at the material above, it ...
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1answer
498 views

How to create a minecraft style world that is based of a heightmap

For my game I am trying to create a Minecraft style world that is based off a heightmap that I made In Photoshop. I am trying to make the map which is 7km squared where each cube is 1m cubed but I ...
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1answer
85 views

adding radial gradient to heightmap results in jagged edges

I am trying to implement a simple heightmap editor. In this editor, you can elevate the terrain by clicking on a spot in the heightmap, and holding down the mouse button. This will little by little, ...
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1answer
167 views

Cannot connecting texture to heightmap using mapped uniform location

In my shader program, I have my attributes and uniforms added to a map for each. What I have displayed is a heightmap, but cant seem to connect the graphic texture to display. ...
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2answers
589 views

Diamond square algorithm

I'm working on generating terrain on already generated landmass. The landmass and ocean around it consist of hexagons. Hexagons aren't really a concern for me, because I can always interpolate the ...
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3answers
518 views

Why can't I patch my procedural terrain together?

I figured out how to implement a midpoint displacement algorithm to generate a map for my game. I wanted to create an infinitely large world, so I tried to patch two maps together, but they didn't ...
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1answer
163 views

HeightMap from a graph

This is just a toy experiment. I laid out a graph in 2d space, so that every node has x and y coordinates. I'm considering ...
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1answer
260 views

Heightmap using Simplex noise with octaves: help with parameters and interpretation

I've found a few pieces of code around, where Java code for Simplex noise (based on this widely quoted paper) was coupled with octaves to get a heightmap. However those classes/snippets are NOT in the ...
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0answers
218 views

Climate / weather generation on 3d hex map

I am working on 3d hex map game. I am aiming to dynamical generate map (as new players joins). To make the map realistic I am looking for some climate/weather models which possibly I could use so that ...
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3answers
308 views

How to fill in crevices on a height map

I am a very experienced iOS Developer, but I am beginning my very first foray into 3D graphics (specifically with SceneKit). I'm trying to model a planet, and I have it working with a height map ...
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1answer
70 views

Heightmap, how can i prevent bad odd numbers

I am building my world-editor for my game. I've noticed, that, no matter how i implement the heightmap, i'll end up with dumb odd numbers in calculations. For example, lets take a HeightMap of 4x4 ...
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1answer
185 views

Simplex noise heightmap

I'm currently working on a game with an "infinite" programmatically generated terrain. The terrain is being generated by creating a heightmap using simplex noise. I've followed a tutorial and ended ...
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0answers
167 views

How to sample png heightmap in HLSL

I am working on simple parallax shader and I have problem with sampling height texture for value. My aproach amples texture and give me RGB values of picture: ...