#Heightmap still has steps despite using 16bit Grayscale

7 messages · Page 1 of 1 (latest)

naive elm
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Hey- am I doing something wrong? The manual says to use 16 bit Grayscale pngs for the heightmap, and explicitly says that it will have step-y terrain if 8 bit is used instead. But the file has always been 16 bit, I exported straight from world machine into the map's folder in 16 bit grayscale.

fossil gust
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This is definitely an 8bit terrain gradient.
Either it got generated as is, and then exported in 16bit (which by itself won't fix the missing shades in the gradients) - or it was in fact exported in 8 bit.
A good way to know is to check if the output .png is actually 16 bits grayscale or not.

FIX in Gimp : In any case, you can check if its 8 or 16bits, convert to 16bit if needed, and THEN add a gaussian blur (of 2 or 3 px) to smooth out the scales (Gimp is free and can do all that).
You can then File > Export As... > Select File Type : PNG Image > Pixel format : 16 bpc GRAYA

Once smoothed, your terrain will be fine, it won't affect your map.

naive elm
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hmm ok ill try that in gimp as well, it's odd though, it says it's 16bit in world machine

fossil gust
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look for this :

naive elm
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yeah I'd already checked that in gimp before. I didn't think to try the blur though. I suspect that world machine is to blame, that it just built the heightmap in 8bit and then exported it in 16 without actually improving the color space

fossil gust
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this should be enough to smooth any edges :

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test and see if 3.0 was enough, if not just increase.
But don't worry it wont have any negative effect on your map, quite the opposite, it's going to be more optimized : less terrain tesselation