Point cloud as a Terrain in Unreal engine

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Alaro
Posts: 1
Joined: Thu Sep 12, 2019 9:30 am

Point cloud as a Terrain in Unreal engine

Post by Alaro »

Hey!
I'm currently working on a project where i'm going to use a point cloud as a terrain in Unreal engine.
I'm using CloudCompare to clean up the point cloud / remove vegetation ect and also to export a height map from the clean point cloud.
The problem is that the height map i'm getting out of CloudCompare does not fit correctly inside Unreal engine, compared to the original point cloud, the mountains seems to either be too tall or to short.
The way i've been exporting the height map from CloudCompare is: Rasterize - Raster - Export heights, then i'm using Photoshop to turn it down to 16bit grayscale and applying equalize histogram.

Does anyone here what the problem could be? it seems like the heighest parts of the cloud turns out too white in the height map?
daniel
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Re: Point cloud as a Terrain in Unreal engine

Post by daniel »

Does Photoshop preserves the geolocalization part of the geotiff file?
Daniel, CloudCompare admin
Flanker_27
Posts: 4
Joined: Thu Oct 17, 2019 4:47 pm

Re: Point cloud as a Terrain in Unreal engine

Post by Flanker_27 »

Sounds like this to me as well, it's not the first time I've got compatibility issues with Photoshop. I usually correct them manually because I mainly work on small scale projects, but if you're working on something large, it quickly becomes unmanageable. Does anyone know of a way to negate this compatibility issue?
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