Mapdev:howto height blender: Difference between revisions

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[[Category:Map making]]
= Creating a Heightmap in Blender =
= Creating a Heightmap in Blender =
[http://www.youtube.com/embed/7f2tYgyF0W8 Video]
= [http://www.youtube.com/embed/7f2tYgyF0W8 Video] =
 
== Video Script ==
== Steps ==
1. Delete Cube and Light
1. Delete Cube and Light


Line 43: Line 41:
  - add invert
  - add invert
  - render
  - render
[[File:Blender-node000.png]]
[[File:Blender-node000.png|600px]]


8. Colour Management
8. Colour Management
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* Need discussion on non square maps, camera settings for altering which dimension gets priority when rendering.
* Need discussion on non square maps, camera settings for altering which dimension gets priority when rendering.
* Consider using this type of material to help understand your sculpting
* Consider using this type of material to help understand your sculpting
[[File:Blender-node001.png]]
[[File:Blender-node001.png|600px]]
* if your ram doesnt allow rendering large maps due to image dimensions, consider the render regions add on.
* if your ram doesnt allow rendering large maps due to image dimensions, consider the render regions add on.


=== Examples ===
=== Examples ===
Height map [[File:Blender-screen-000.png]] Visual of build/walk [[File:Blender-screen-001.png]] Detail distribution [[File:Blender-screen-002.png]]
Height map [[File:Blender-screen-000.png]] Visual of build/walk [[File:Blender-screen-001.png]] Detail distribution [[File:Blender-screen-002.png]]
[[Category:Map Dev]]

Latest revision as of 01:31, 22 February 2014

Creating a Heightmap in Blender

Video

Video Script

1. Delete Cube and Light

2. Create Terrain Mesh

- add plane
- enter edit mode
- scale plane to size you want
- subdivide plane to match grid
- enter object mode

3. Add Multires Modifyer

- set subdivision to simple
- subdivide until level 6
- set preview level to 6

4. Sculpt Terrain Mesh

- enter sculpt mode
- set transform locks
- sculpt
- enter object mode

5. setup camera

- select camera
- set position and rotation
- change to camera view
- set camera to ORTHO
- set scale

6. Setup Render

- set render dimensions

The height map resolution is defined as SMU * 64 + 1, see Mapdev:height

7. Setup compositor

- change space type to node editor
- select compositor nodes
- check use nodes
- redirect Z
- add normalise
- add invert
- render

8. Colour Management

- set display device to none

9. Save

- set type to tiff
- set BW
- set depth to 16bpp

Additional Information

  • Need discussion on non square maps, camera settings for altering which dimension gets priority when rendering.
  • Consider using this type of material to help understand your sculpting

  • if your ram doesnt allow rendering large maps due to image dimensions, consider the render regions add on.

Examples

Height map Visual of build/walk Detail distribution