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
- Customize → Units Setup…
- Display Unit Scale: Meters
- Click System Unit Setup…
- System Unit Scale: 1 Unit = 1.0 Meters
(Do this before importing/creating geometry.)
2. Create a 5000 m plane
- Create → Geometry → Standard Primitives → Plane
- In the Plane parameters:
- Length = 5000
- Width = 5000
- Segments: set reasonably high (or use TurboSmooth later)
3. Apply displacement
- Select the plane.
- Add Modifier: Displace
- 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
- Select the mesh.
- Open the Transform Type-In (right-click Move/Rotate/Scale or use the toolbar).
- 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.