Mapdev:howto height blender: Difference between revisions
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= | = Creating a Heightmap in Blender = | ||
= [http://www.youtube.com/embed/7f2tYgyF0W8 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 | |||
The | - 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 | |||
[[File:Blender-node000.png|600px]] | |||
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 | |||
[[File:Blender-node001.png|600px]] | |||
* if your ram doesnt allow rendering large maps due to image dimensions, consider the render regions add on. | |||
== | === Examples === | ||
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.


