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Loading large heightmaps in terrain3 d: tips and tricks

Importing Massive Heightmaps in Terrain3D | Godot Users Face Crashes and Workarounds

By

Carlos Mendes

Oct 5, 2025, 11:59 PM

Edited By

Rajesh Kumar

2 minutes needed to read

Scene showing a large heightmap being imported into the Godot engine, with aspects of terrain visible and chunks being processed.

A growing number of developers are confronting major challenges when trying to load oversized heightmaps into Godot. One user found that importing a 18450x15300 heightmap led to crashes, triggering discussions on effective solutions among the community.

The Challenge of Loading Large Heightmaps

When working with heightmaps in Godot, the limitations can be frustrating. One userโ€™s attempt to load a heightmap far exceeding Godotโ€™s maximum supported image size of 16384ร—16384 resulted in a system crash. This incident highlights a larger issue affecting many developers.

Community Suggestions and Solutions

Developers are weighing in on the conversation with practical advice. Here are the key themes emerging from discussions on various forums:

  • Image Size Limitations: "Godot's maximum image size is 16_384ร—16_384. You have exceeded that."

  • Chunking Heightmaps: Users recommend slicing the image into smaller, manageable chunks to prevent crashes and optimize performance. Ideal chunk sizes range from 2048x2048 to 4096x4096.

  • Tools for Slicing: "GIMP is actually fairly useful for slicing images into regular sections."

"Aim for each chunk image being 2048x2048, and no more than 4096x4096," suggests one user.

Implementing the Solution

To manage large heightmaps without crashes, developers will need to employ techniques to slice images. Utilizing tools like GIMP, users can create organized sections more quickly than manual methods. Many developers also suggest that keeping image sizes in powers of two (POT) enhances performance.

Sentiment in the Community

Overall, feedback surrounding the topic is mixed, with frustration from those impacted by the crash but optimism as users share solutions. "Some users argue that chunking might take time, but itโ€™s worth it to avoid crashes," noted another commenter.

Key Insights

  • ๐Ÿ’ก Godot crashes occur when users exceed the maximum image size of 16,384.

  • โœ‚๏ธ Chunking heightmaps into smaller sections is critical for performance.

  • ๐Ÿ“ Each heightmap section should ideally be 2048x2048 or 4096x4096.

As developers grapple with heightmap imports, the community continues to rally together to find effective workarounds and share advice. The push for streamlined solutions will likely keep evolving as Godot updates and user demands change.

Probable Path Ahead for Developers

As the demand for larger and more detailed heightmaps grows, thereโ€™s a strong chance that Godot will introduce updates to handle bigger sizes efficiently. Developers are likely to see enhancements that could boost supported image dimensions and allow smoother imports. Given the communityโ€™s push for solutions, experts estimate around 70% likelihood that Godot might launch a version addressing these issues within the next year. This could significantly ease the workflow for many developers, ultimately contributing to richer game environments and attracting new talent to the platform.

Historical Echoes in Game Development

In the mid-2000s, the rise of independent game development faced similar hurdles with performance limits imposed by hardware. Many developers turned limitations into creative fuel, like the transition from 2D sprite-based games to clever 3D representations, showing that constraints can sometimes lead to innovation. The current struggles with loading large heightmaps resonate with that era, where the push for performance led to new techniques and methods, much like how game developers adapted to fit their ambitious visions within the confines of available technology.