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Terrain & Landscape Generation

TECHNIQUE
📖2 min read

Introduction​

Terrain generation builds the ground your scene stands on. Elevation data becomes a mesh at real scale, and every asset you place afterward inherits that scale.

Scale the heightmap

Set real-world units at import or every slope measurement drifts.

Terrain under evidence

Build elevation first, then drape imagery and assets on the surface.

Watch vertical exaggeration

A stretched heightmap changes heights, angles, and line-of-sight checks.


Key Concepts​

  • Heightmap generation
  • Erosion simulation
  • Vegetation placement
  • Geological accuracy

Workflow​

  1. Get elevation: export a DEM for the area at the resolution the camera work needs.
  2. Import: bring the heightmap in as displacement or terrain mesh, and set vertical units from a known elevation or distance.
  3. Match the basemap: align imagery and building footprints to the terrain surface.
  4. Detail: add erosion and surface texture only where the camera gets close.
  5. Populate: instance vegetation and buildings, then check that every footprint sits on the surface.

Best Practices​

  • Keep the DEM and the imagery in one coordinate reference system; reproject before import.
  • Work at real scale from the first import. Later fixes touch every measurement you derived.
  • Bake detail passes for delivery and keep the live stack while you edit.

Common Pitfalls​

  • Vertical exaggeration: a default import scale skews heights and sight lines.
  • Resolution mismatch: coarse DEM under sharp imagery makes roads float above the ground.
  • Objects without snapping: buildings and lamps hover or sink when they miss the surface.

Summary​

Terrain generation gives the reconstruction a defensible ground plane. You import elevation data at real scale, align the imagery, add detail where the camera looks, and every later placement inherits that surface.