-Flax supports **any texture size** as a heightmap but in general, it's better to provide high-quality images (although engine performs linear sampling during terrain generation to provide solid looking results). To calculate the best heightmap size use patches amount and chunk size to solve this equation: `HeightmapSize = NumberOfPatches * ChunkSize + 1`. So if you have square of 4x4 patches, each chunk has 127 size then the heightmap size should be `HeightmapSize = 4x4 * 127 + 1 = 509x509`. This non-conventional size is a result of internal engine optimization that packs the patch heightmap into square textures power of two size). Internal format for the terrain heightmap is `R8G8B8A8_UNorm` and uses `RG` channels for 16-bit height packing and `BA` channels for the per-vertex normal vector.
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