Thoughts on “terracing”:
In principle, this issue should be mitigated by using higher bit densites.
With an “ordinary” 8 bit picture, the range between black and white is 265 steps. This is not very much and terracing a likely outcome when using such an image
A 16 bit range supports 65.535 grey scale steps. Using such a TIFF should lead to way smoother maps.
Apparently, PZ’s picture importer even supports 32 bit pictures. This would mean 4.294.967.296 steps from completely black to completely white - more than enough for a butter smooth surface.
This is the theory, though.
In my own testing, terracing was still quite visible even with a 16 bit picture.
I didn’t try 32 bit so far due to “transporting issues” (too big for an e-mail, USB stick is broken and Dropbox not installed any more.)
Anyway, if you want to experiment yourself, remember to blur your input picture after changing from a lower bit range to a higher one. Just adding more potential grading steps will not actually create them, when saving a previously 8 bit TIFF as 16 or 32 bit.
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EDIT: Screw all this! I had to rethink all of it (due to my above observation that using 16 bit didn’t help.)
While everything I wrote is technically correct, it will not solve the terracing issue!
The real issue is:
We have 1024x1024 pixel to work with.
Let’s assume, one pixel represents 1 meter (it probably doesn’t, but let’s just assume for the ease of it,)
If we have a very subtle slope of 10%, the hight from one edge of our square meter (you remember: our pixel!) to its other side will change by 10 cm.
The bit density described above doesn’t influence this in the slightest!
True, with more bits, we could have even more subtle slopes, like 1% incline or even 0,1%.
But nothing of this will change the terracing!
The terracing is simply caused by PZ’s map importer using the picture on a mere pixel basis and crating a little piece of flat terrain based on its color.
Apparently, the importer does not calculate tangents between different heights (respectively doesn’t interpolate properly between adjacent pixels) and therefore can’t create fluent elevation changes.
Weirdly, this seems less pronounced at lager altitude changes. But obviously, gentle slopes seem to be an issue for the importer’s algorithm and I am afraid, there is
nothing that
we, as players, could do to mitigate the issue.