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Best way to import terrain


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#1 aftrshok99

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Posted 05 August 2015 - 02:58 PM

I've been reading through a lot of threads on importing terrain in to unity but still not sure how or what programs most of you are using.

Can someone share how they are doing it. I've got access to GlobalMapper, Lidar maps and of course Google Earth.


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#2 IanK

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Posted 06 August 2015 - 12:39 PM

World Composer is very good.
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#3 aftrshok99

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Posted 06 August 2015 - 12:59 PM

World Composer is very good.

Thanks!! I'll look into this, right now it's on sale for $45 but I'd rather not have to spend the money right now if there are other options out there.


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#4 AwYea

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Posted 06 August 2015 - 02:45 PM

Edit: 

 

World Composer doesn't use LIDAR. It only uses Bing Maps. If you're using LIDAR i wouldn't get WC.

 

If you just google "creating LIDAR terrain" or something similar there are many tutorials out there.


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#5 shimonko

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Posted 06 August 2015 - 05:21 PM

Google Earth won't help much, although in some more catered for areas, it can be good to walk through courses infull 3D to get a feel for them, see tree and clubhouse heights.

GlobalMapper gives you more flexibility but has a bigger learning curve compared to WorldComposer and TerrainForge (and much larger cost for those who haven't access to it). If you don't mind jumping in the deep-end, I wouldn't bother with anything else, but if reliant on step-by-step tutorials, I probably wouldn't recommend it. LiDAR is now an add-on module for GlobalMapper so you may wish to make sure you have access to that too.

#6 aftrshok99

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Posted 06 August 2015 - 05:31 PM

Google Earth won't help much, although in some more catered for areas, it can be good to walk through courses infull 3D to get a feel for them, see tree and clubhouse heights.

GlobalMapper gives you more flexibility but has a bigger learning curve compared to WorldComposer and TerrainForge (and much larger cost for those who haven't access to it). If you don't mind jumping in the deep-end, I wouldn't bother with anything else, but if reliant on step-by-step tutorials, I probably wouldn't recommend it. LiDAR is now an add-on module for GlobalMapper so you may wish to make sure you have access to that too.

I've used GlobalMapper for the last 10 years at my current job but haven't had to use it to create terrains or even really been interested in doing so up until now. We also have the LiDAR add-on here at work, I'll mess around with it and see how it goes.

I was just trying to find out the best way to go, don't want to waste my time if there is a better way.


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#7 aftrshok99

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Posted 06 August 2015 - 07:51 PM

Using GlobalMapper what do I need to export the LiDAR area as in order to get it to work with Unity?


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#8 shimonko

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Posted 07 August 2015 - 01:38 AM

You'll need to eliminate trees and buildings on import, convert the point cloud into a grid, then scale and offset the elevations so the range in elevations across the course occupy most of a 16 bit range with some room to dig out bunkers/water bodies later in Unity. You'll also want to get into GM an overhead image of the course so both heightmap and overlay image are synced in position. Then you can export a 16 bit elevation raw file and raster image for use by Unity. You'll also need to get from GM various figures, like the width and length of your terrain and the range of the height data. You'll also need to flip your raster image or heightmap in Photoshop/... so the two match each other, although possibly that also can be done in GM thinking about it now.


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#9 aftrshok99

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Posted 07 August 2015 - 01:45 PM

You'll need to eliminate trees and buildings on import, convert the point cloud into a grid, then scale and offset the elevations so the range in elevations across the course occupy most of a 16 bit range with some room to dig out bunkers/water bodies later in Unity. You'll also want to get into GM an overhead image of the course so both heightmap and overlay image are synced in position. Then you can export a 16 bit elevation raw file and raster image for use by Unity. You'll also need to get from GM various figures, like the width and length of your terrain and the range of the height data. You'll also need to flip your raster image or heightmap in Photoshop/... so the two match each other, although possibly that also can be done in GM thinking about it now.

Thanks shimonko!!!  :)

That seems like a lot of work, maybe once you do it a few times it might become easier. I'll give it a go and see what happens. :blink:  LOL!!!


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#10 Andrew

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Posted 09 August 2015 - 01:48 PM

One of the things Terrain Forge does is easily convert Global Mapper Elevation grids to Unity Heightmaps, we use TF all the time for that, it pre flips the heighmap so they import correctly 



#11 Joe Habiger

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Posted 09 August 2015 - 03:10 PM

Sent you a PM to unlisted videos I had up here for awhile to help people. I wish I could put them up again but we'll see if I do or not, hope this helps though.


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#12 aftrshok99

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Posted 10 August 2015 - 12:53 AM

Sent you a PM to unlisted videos I had up here for awhile to help people. I wish I could put them up again but we'll see if I do or not, hope this helps though.

Got your PM, very helpful.....Thanks!!! B)


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#13 aftrshok99

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Posted 12 August 2015 - 12:33 PM

I managed to get my local course's terrain imported using Global Mapper and following Joe's tutorials. Had to do it a few times because some settings weren't correct and the lidar would come in in feet instead of meters but I got that all sorted and now it works like a charm. It actually doesn't take very long once you get it down.

 

Update: I just went through the whole process on a course I was wanting to build and it probably took me 15 minutes or less from start to finish to get to where I could start drawing the shapes in Unity + CF. Most of that time was downloading the 1 gig Lidar file.


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