I’ve been creating heightmaps in Blender to export to Unreal Engine 4, but I can’t get Blender to save the image as a 16-bit PNG, even if I tell it explicitly to do so in the settings options when I save the image. I consistently get only 8-bit PNGs, which cause visible terracing in Unreal when they’re imported as heightmaps for landscape.
Here’s my process that seems to be screwing up:
- Create heightmap texture on a plane.
- Create 2nd plane, unwrap it.
- Bake heightmap texture from Plane 1 to Plane 2.
- Save UV image of Plane 2 from UV editor, settings: .PNG, BW, 16-bit, 0% compression.
And it still terraces like an 8-bit image; I have no idea why. I’ve tried all the different channel settings: BW, RGB, and RGBA, and the result in the Unreal engine still indicates no change from 8-bit to 16-bit.
Am I doing something wrong, perhaps? Maybe I’m going about it the wrong way? Has anyone else had this problem before?