Heightmap PNG-16 🏔

Heightmap PNG-16 (Unreal / Unity / Blender)

Open Beta
.heightmap.zip · application/zip

Heightmap is an elevation canvas of your area for game engines: square, 16 bits per sample, linear and without gamma. The archive holds the SAME canvas twice — as a 16-bit PNG for tools that read images and as a raw .r16 (16-bit little-endian samples, no header) for tools that read a stream of samples. The canvas side comes from the Unreal Engine landscape sizes — 505, 1009, 2017 or 4033 pixels, 1009 by default. A sample on its own means nothing, so three numbers travel with the file: the minimum and the maximum elevation in metres and the ground side length — without them an engine cannot scale the map. They are shown in the order status and written as text into heightmap_info.txt inside the archive. Elevations come from the global Copernicus GLO-30 terrain model: source nodes are about 30 metres apart, and that step is visible on a game landscape. Attribution: produced using Copernicus WorldDEM-30 © DLR e.V. 2010-2014 and © Airbus Defence and Space GmbH 2014-2018 provided under COPERNICUS by the European Union and ESA; all rights reserved.

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Caratteristiche principali

A square canvas in Unreal landscape sizes: 505 / 1009 / 2017 / 4033 pixels, 1009 by default
The same canvas twice: a 16-bit PNG (grayscale, linear, no gamma) and a raw .r16 (little-endian, no header)
Three mandatory scale numbers — the minimum and maximum in metres and the ground side — in the order status and in heightmap_info.txt inside the archive
Heights from the global Copernicus GLO-30 model: nodes about 30 m apart; above 50, 60 and 70 degrees of latitude the dataset thins the sampling in longitude
The ordered frame is expanded to a ground square: everything ordered is inside, the short side picks up adjacent terrain
Where there is no elevation coverage the canvas arrives flat — and the order says so in words

Informazioni sul formato Heightmap PNG-16

A heightmap is a picture in which the brightness of a point means the elevation of the ground. Game engines build a landscape from it: they read the square canvas, stretch it over a given area and raise the vertices by the sample values. Sixteen bits per sample means 65,536 elevation steps instead of the 256 of an ordinary greyscale picture: at eight bits a slope breaks into visible stairs, at sixteen it stays smooth.

We deliver the canvas in two shapes at once, with identical content. The 16-bit PNG opens in editors and viewers; it is linear, without gamma and without a colour profile — here the picture is a carrier of numbers, not an image for the eye. The raw .r16 file is the same samples one after another, little-endian, with no header: that is what Unreal and World Machine expect, as they need no image parsing at all. The canvas side comes from the Unreal Engine landscape sizes: 505, 1009, 2017 or 4033 pixels, 1009 by default.

Three numbers necessarily travel with the file: the minimum elevation in metres, the maximum, and the ground side length of the area. Without them the file is useless — a sample on its own only means a fraction between the lowest and the highest point of THIS canvas, and the engine has nothing to convert it into metres with. The numbers are shown in the order status and written as plain text into heightmap_info.txt inside the archive, so the scale is not lost even if the file travels into a project and sits there for years.

Honestly about the terrain. Elevations come from the global Copernicus GLO-30 model: source nodes stand about 30 metres apart on the ground, and that step is visible on a game landscape — small landforms do not fit into it. Above 50, 60 and 70 degrees of latitude the dataset thins the sampling in longitude, so in the far north nodes stand further apart horizontally. Where there is no coverage at all (the open sea) the canvas arrives flat, and the order says so in words: a flat canvas looks like a healthy file, and staying silent about it would pass a placeholder off as a plain. A heightmap must be square, so the ordered frame is expanded to a ground square: everything you selected is inside, while the short side picks up adjacent terrain. The resulting square is named by a number too — its side length in metres. Elevation data: produced using Copernicus WorldDEM-30 © DLR e.V. 2010-2014 and © Airbus Defence and Space GmbH 2014-2018 provided under COPERNICUS by the European Union and ESA; all rights reserved.

Quale programma apre i file Heightmap PNG-16

I seguenti programmi e applicazioni possono aprire, modificare ed elaborare i file Heightmap PNG-16 (Unreal / Unity / Blender) (.heightmap.zip) esportati da OSM2CDR:

🎮Unreal Engine 🎮Unity 🎲Blender 💻World Machine 💻Gaea 🌎QGIS 💻Photoshop / GIMP (16-bit)

Format specifications

Chi usa le mappe Heightmap PNG-16

🏗
A real area as an Unreal Engine landscape: the heightmap imports into Landscape without resizing
A real area rises as a landscape straight from the file, with no fitting of the canvas size.
💻
Terrain in Unity: the raw .r16 is read by the Terrain importer as is
The Terrain importer reads the raw .r16 as is — you only set the area size and the elevation span.
📊
Relief for Blender: the heightmap as a displacement map on a plane for rendering
A displacement map on a plane gives relief for rendering without a heavy polygonal model.
🎨
A relief base for Cities: Skylines and other city-building editors
A ready relief base for city-building editors that expect a square heightmap.
🗺
A terrain model or a 3D print of the relief: the canvas unfolds into a surface using the three scale numbers
The same canvas unfolds into a surface for a model or a print — from the three scale numbers.

Come esportare in Heightmap PNG-16

1
Seleziona l'area
Disegna un rettangolo o un poligono sulla mappa interattiva su osm2cdr.ru
2
Scegli Heightmap PNG-16
Seleziona Heightmap PNG-16 (Unreal / Unity / Blender) dall'elenco dei 127 formati di esportazione disponibili
3
Esporta
Fai clic su Esporta e ricevi il file .heightmap.zip in 1-5 minuti
4
Scarica
Scarica il file Heightmap PNG-16 pronto e aprilo in Unreal Engine

Come aprire il file dopo l'esportazione

Mappe popolari in Heightmap PNG-16

Free

Ottieni esportazioni di mappe in Heightmap PNG-16 (Unreal / Unity / Blender)

Scarica mappe Heightmap PNG-16 professionali da OpenStreetMap. Generazione istantanea, qualsiasi area.

Gratis / esportazione
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Domande frequenti

How do I set the landscape height in the engine?
Why did my selected area become square?
How detailed is the relief?
What if there is no elevation data for the area?

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