Mmm, you might be mixing a few terms up there, let’s see if I can untangle that.
Gaea + Unreal Node
In Gaea you need the Unreal node for height fields else you can’t export in the resolution Unreal needs ie 2017.
Otherwise it’d follow the usual power of 2 (like 2048)
It’s the node itself that auto levels as a necessity for move high bit depth data down to 16 efficiently and more robust for keeping data intact.
Gaea2Unreal plug-in Vs manual
As for Gaea2Unreal plugin, if you don’t wish to use it then you just need to do the calculations in unreal manually:
First section - manual calculations
Deep dive
In some cases can match the terrain definition so when the unreal node autolevels there is
No difference
see topic
[!warning]
The following isn’t generally the recommended approach
You may resample from a power of two resolution like 2048 to 2017 manually if you want to but it can complicate your workflow and speed morethan the plugin or manual method above due to data retention and increasing errors chance.
In general this would only really be a use case if you have a very unique end result goal.
- Export using the normal
mark for exportroute - Export as PNG or .r16
- Ensure you’re working space is in 16bit, and linear (Heightfield data isn’t an image!)
- Resample the image size from example 2048 > 2017
- Use Bilinear mode
[!note]
- You will end up with a softener image
- ringing may occur from resampling
- if your Terrain only occupies a low amount of the full 32bit range you might introduce banding and stepping.
- Example
0.48–0.56 ≈ only 8% of the 16-bit range
Rather than 100 if it were auto leveled.