10-18-2023, 03:02 PM (This post was last modified: 10-18-2023, 03:03 PM by north861025.)
Encountered a problem when outputting segmented terrain. May I ask why such color seams occur.
It is necessary to create a continent in the ue, and a single height map of tyflow allows for the output of 8192 resolution. If you want to output tile terrain, a resolution similar to 4x4 4096 will cause seam problems
10-18-2023, 03:31 PM (This post was last modified: 10-18-2023, 03:32 PM by tyFlow.)
Simulation-based color layers are dependent on the layout of the tile they're affecting. In your case, the Flow effects are flowing from top-to-bottom of the tiles, and when you subdivide them that creates flow artifacts at the tile seams. You can either place the Terrain Color operator above the Terrain Tile operator, or you can use a more advanced tile blending workflow.
Also worth noting: the artifacts are very visible in your screenshot because your terrain is perfectly smooth. Once you perturb the terrain with noise/erosion/etc, they will become much less visible.
In the scene attached you can enable/disable the Terrain Transform operator at the end to see the individual tiles - notice how their seams are virtually invisible (due to the use of the advanced overlap blending mode of the Terrain Tile operator, before/after the addition of noise and color).
10-18-2023, 05:23 PM (This post was last modified: 10-18-2023, 06:08 PM by north861025.)
(10-18-2023, 03:31 PM)tyFlow Wrote: Simulation-based color layers are dependent on the layout of the tile they're affecting. In your case, the Flow effects are flowing from top-to-bottom of the tiles, and when you subdivide them that creates flow artifacts at the tile seams. You can either place the Terrain Color operator above the Terrain Tile operator, or you can use a more advanced tile blending workflow.
Also worth noting: the artifacts are very visible in your screenshot because your terrain is perfectly smooth. Once you perturb the terrain with noise/erosion/etc, they will become much less visible.
In the scene attached you can enable/disable the Terrain Transform operator at the end to see the individual tiles - notice how their seams are virtually invisible (due to the use of the advanced overlap blending mode of the Terrain Tile operator, before/after the addition of noise and color).
Placing the Terrain Color operator above the Terrain Tile operator will result in a very blurry color map and height map, even if the output height map color map resolution is set to 4096, which is similar to the previous 1024 resolution
When I use your modified udim_ When generating a map using 02.max, the seam of the color map is not obvious, but the height map cannot be used. When I import these height maps into ue or use displacement in 3dmax, different heights will appear