[GIS Tutorial] Using elevation data to create a real mountain model in UE5

In digital twin projects, we often need to use real mountain terrain as the basis for city model presentations. However, UE5's default terrain system is too complex to be modifiable in real-time like 3D models. Therefore, this tutorial will guide you how to import elevation mountains as models into UE5 engine instead of using UE5's terrain system.

1. Download elevation data

First, we need to download the elevation imagery data from the BigMap website. These data are usually provided in .tif format and can be used directly in GIS software.

  1. Open the BigMap website.
  2. Enter the geographic location you are interested in (eg "Shenzhen") in the search box.
  3. Select the area you need on the map.
  4. In the menu on the left, select the "Downloads" option.
  5. In the dialog box that pops up, select the "Elevation Data" option.
  6. Click the "Download" button and wait for the data download to complete.

2. Processing elevation data

Next, we need to process the downloaded elevation data in ArcGIS software. First, import the .tif file, then use ArcGIS' tools to crop it to fit our project needs. The cropped model should be exported again in .tif format.

  1. Open the ArcGIS software.
  2. Select "File" -> "Import" -> "Import Data" in the menu bar.
  3. In the pop-up dialog box, select the elevation data file you just downloaded. Import the downloaded administrative boundary at the same time.

 

        4. Use ArcGIS tools (such as the "raster-clip" tool) to process the data to suit your project needs.

 

        5. After the processing is complete, select "File" -> "Export" -> "Export to .tif format"

 

3. Conversion format

Next, we need to import the data in .tif format into GlobalMapper software and convert the model to FBX format. Specific steps are as follows:

1. Import the .tif model in GlobalMapper

2. Modify the projection of the model to fit UE5's coordinate system.

3. Export the model to FBX format.

 

 

4. Model import into 3D software

Next, we need to import the FBX model into 3DsMax or other 3D software. Here, we can perform coordinate transformation, model optimization and other operations. Once done, we need to export the model to FBX format again.

 

5. Import into UE5

Finally, we imported the converted FBX model into UE5. Here, we can perform scene setting, material production and other operations to achieve the best visual effect.

 This is the detailed steps of the whole process. Hope this tutorial can help you.

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Origin blog.csdn.net/qq_21153225/article/details/131174957