Gaea Documentation

Gaea Documentation

Guides


3dsmax


Import a Gaea terrain into 3ds Max

Assumptions:

  • Terrain footprint = 5000 m × 5000 m
  • Heightmap is 0..1 where black = 0 m and white = 2500 m
  • You want real-world scale in meters

These are Gaea defaults. Please adjust the steps if your terrain size is different.


A. Import as a displacement map (heightfield)

1. Set Max units to meters

  1. Customize → Units Setup…
    • Display Unit Scale: Meters
  2. Click System Unit Setup…
    • System Unit Scale: 1 Unit = 1.0 Meters

(Do this before importing/creating geometry.)

2. Create a 5000 m plane

  1. Create → Geometry → Standard Primitives → Plane
  2. In the Plane parameters:
    • Length = 5000
    • Width = 5000
    • Segments: set reasonably high (or use TurboSmooth later)

3. Apply displacement

  1. Select the plane.
  2. Add Modifier: Displace
  3. In Displace:
    • Map: assign a Bitmap and load the heightmap
    • Ensure the bitmap is treated as linear/non-color if you’re in a color-managed pipeline (i.e., don’t apply sRGB/gamma to the height data)

4. Set height to 2500 m

In Displace:

  • Strength = 2500
  • Decay = 0

If the displacement is inverted, flip it by either:

  • Checking Flip in the Displace modifier (if available), or
  • Inverting the bitmap via Output (RGB Level/Invert) or a simple inversion map.

5. Add geometry detail

  • Increase plane segments until you get acceptable fidelity, or:
  • Add TurboSmooth before Displace (common for clean results), or
  • Use a subdivision workflow suitable to your renderer.

Result: white areas displace up to ~2500 m above black.


Import as a mesh (OBJ/FBX)

1. Import the mesh

  • File → Import → Import… (OBJ/FBX)

2. Scale the mesh to meters

  1. Select the mesh.
  2. Open the Transform Type-In (right-click Move/Rotate/Scale or use the toolbar).
  3. Scale it to:
    • X = 5000
    • Y = 5000
    • Z = 2500

3. Reset transforms (important)

After scaling:

  • Utilities → Reset XForm → Reset Selected
  • Collapse the stack (right-click → Convert to Editable Poly or collapse modifier stack)

This prevents downstream modifier/render issues caused by non-uniform scaling.


Common gotchas

  • Gamma/Color management: heightmaps must be treated as data (linear), not as a color texture.
  • Insufficient subdivisions: displacement needs dense geometry; otherwise it will look faceted or "steppy".
  • Clipping/viewport: very large scenes may require viewport clip adjustments; use meters consistently.

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