Table of Contents

Import From Texture Set

This import lets you rebuild a Polaris terrain from a set of textures, such as height, color, hole, and splat control maps. Use it when your terrain data already exists as images and you want Polaris to turn those textures back into editable terrain data.

Access point

Open:

GameObject > 3D Object > Polaris > Terrain Wizard

Then go to:

Use Existing Data > Texture Set

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Supported source inputs

  • height map
  • subdivision map
  • hole map
  • albedo map
  • metallic map
  • splat control maps

Main parameters

Destination Polaris Terrains

The Polaris terrains that will receive the imported texture data.

  • If the scene has no valid Polaris terrains yet, create them first.
  • This path expects destination terrains before import.

Height Map

Height texture used to generate terrain elevation.

Channel

Select which color channel stores the height information.

  • R is the common choice for general height maps exported from other software.
  • RG is used for Polaris-encoded height maps.

Subdiv Map

Optional texture used for subdivision or density-related data.

Channel

Select the source channel to read from.

Hole Map

Optional texture used to cut holes into the terrain.

Channel

Select the source channel to read from.

Invert

Invert the hole interpretation if the imported result is reversed.

Albedo Map

The color map used by supported shading modes.

Metallic Map

The metallic map, where R contains metallic values and A contains smoothness values.

Splat Group

The splat prototype group that defines terrain layer slots.

  • Current button uses the group already assigned to the destination terrain.
  • New button creates a fresh group asset.

Control Maps

Control textures used to blend the splat layers.

  • The number of control maps depends on how many layers exist in the splat group.
  • Each control map covers four layers.

Quick Fill

You can drag a Polaris GTerrainData asset to auto-fill the texture fields from existing terrain data.

Coverage XZ

Defines the world-space area the imported textures should cover.

  • Get from Terrains fills this from the selected destination terrains.

Height Remapping

Used when importing a height map.

  • Min (m) and Max (m) define the world-space elevation range.
  • Get from Terrains fills the range from the current destination terrain.