A downloadable tool

This program is an early step in creating a means of simulating climate by extrapolating from a heightmap. Currently, its primary function is to create a 3D globe from heightmap images. This latest version builds on my previous work by making the switch from Unity and C# to Unreal and C++, allowing a much higher resolution mesh to be created, and greater customisation. My recommendation is not to go higher than 500-600 resolution unless you are confident that your computer can handle the load, but theoretically there is no limit on the detail you could model. Future versions may potentially allow the mesh to be exported as a static mesh asset for use in other Unreal projects.

How to use:

When the program launches, you can import a file by pressing O to open Windows File Explorer. This can be any grayscale heightmap, but for illustrative purposes I have left a suitable image in this folder, composed of some basic heightmap and bathymetric data. Once you have selected an image, press R to generate the globe! You can use the WASD keys to move around the globe to view it from any angle. Additionally, you can press M to toggle access to your mouse, to interact with the two numerical input boxes in the bottom right hand corner. The upper box determines the resolution of the globe. The lower box determines where the globe draws sea level, as a percentage of the total "height" of the image. Once you've made a change to the image, the resolution, or the sea level, press R to regenerate the globe.

Image Credits: Some of these images are derived from heightmaps created by Niels Elling Wisth for his world Theia.

Download

Download
MeshGeneratorBuild.zip 292 MB

Install instructions

Once you download the file, unzip it and click on MeshGeneratorProject.exe to launch. An example grayscale heightmap to use is also in the zipped folder.

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