Table of Contents

Import From RAW Heightmap

This import reads a RAW heightmap file and remaps its grayscale height values into Polaris terrain elevation. The file is sampled over a user-defined world-space coverage area, then projected onto the destination Polaris terrains that are already present in the scene.

Access point

Open:

GameObject > 3D Object > Polaris > Terrain Wizard

Then go to:

Use Existing Data > RAW Heightmap

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Main parameters

Destination Polaris Terrains

The terrains that will receive the imported height data.

  • If the scene has no valid Polaris terrains yet, create them first from the Wizard.
  • The selected terrain layout defines the destination coverage.

Source RAW File

The heightmap file to import.

File

The source RAW file path.

  • You can browse for a file.
  • You can pick from RAW files found in the project.
  • You can drag and drop a file directly into the page.

Bit Depth

The height precision of the source file.

  • Use 8-bit for .raw or .r8 sources when appropriate.
  • Use 16-bit for .r16 files.

Byte Order

Used for 16-bit RAW files to match the source application's endian order.

Row Order

Controls whether rows are read top-to-bottom or bottom-to-top.

If the terrain appears vertically flipped, check this setting.

Height Range

Maps the RAW grayscale range into world-space elevation.

  • Min (m) is the lowest imported height.
  • Max (m) is the highest imported height.
  • Get from Terrains fills this from the selected destination terrains.

World Coverage (XZ)

Defines the world-space rectangle covered by the RAW file.

  • X and Z define the origin.
  • Width and Length define the covered area.
  • Get from Terrains fills this from the destination terrain bounds.

Things worth noting

  • RAW import only brings in terrain height.
  • If your workflow also has color maps or splat maps, import those afterward with the texture set path.
  • If the resolution cannot be detected, the source file may not be a square RAW heightmap.
  • Incorrect bit depth, byte order, or row order will produce distorted terrain.