Mapdev:howto height blender: Difference between revisions
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rendering the texture map is a different story, its pretty difficult to render a 16384 pixels square map so i will leave that for another tutorial. It's Doable, but needs to be done in segments and stitched together later.. anyway. | rendering the texture map is a different story, its pretty difficult to render a 16384 pixels square map so i will leave that for another tutorial. It's Doable, but needs to be done in segments and stitched together later.. anyway. | ||
== Begin == | == Begin == | ||
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== Render == | == Render == | ||
# happy times! | # happy times! | ||
== FIXME == | |||
* make the height map node properties driven by the terrain values.. so no manual adjustment is needed after the fact. | |||
Revision as of 03:18, 23 May 2012
preparation
things to decide before beginning
- how large do you want the map to be?
blender can render images as large as your ram allows.. ive found that on a system with 4 gig of ram i can render easily and reliably a 2049x2049 height map, transalted into game units thats a 32x32 map size. more ram would allow larger maps, not sure what Spring's upper limit is.
rendering the texture map is a different story, its pretty difficult to render a 16384 pixels square map so i will leave that for another tutorial. It's Doable, but needs to be done in segments and stitched together later.. anyway.
Begin
- open up blender
- delete the default cube and the light, since they arent used
Add a Plane
The plane is 2x2 units by default, so scale it up to the size you want. lets make an 8x8 map 8x64 = 512 units. 2*256 = 512.
Render Settings
FIXME- need discussion on non square maps, pretty sure the largest dimension wins. anyway...
- change the render to cycles
- change render resolution to 513 and the percentage to 100%
Camera Settings
- move camera to 0,0,10, and rotation to 0,0,0
- change camera to orthographic
- Set orthographic scale to 512
Shading
- Select default new material
- change it to nodes
- change type from diffuse BSDF to emmission
Height
The image below shows the node setup I use to render a height map.
Once you are finished sculpting you will modify the add value and the divide value based on your completed terrain.
- The Add node is used to raise the terrain height values to compensate for being negative z values or under water in this setup. it will have to be manually set
- The Divide node is used to give maximum precision of black and white values and should be the maximum z dimension of your terrain, found in its transform properties.
Incline Map
setup nodes like this: SHOW IMAGE
Sculpting
- subdivide the plane to create the exact number of verts that you will see in game
w+enter 9 times 2,4,8,16,32,64, 128, 256, 512
- pull out the sculpt mode and set up the restriction to only transform on the Z Axis
- sculpt away
Render
- happy times!
FIXME
- make the height map node properties driven by the terrain values.. so no manual adjustment is needed after the fact.
