Mapdev:howto height blender: Difference between revisions

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and warning that this method wont be pixel perfect for now, because of the added pixel i will extend the tutorial to handle that later on. its not difficult.
and warning that this method wont be pixel perfect for now, because of the added pixel i will extend the tutorial to handle that later on. its not difficult.


== Begin ==
# open up blender
# open up blender
# delete the default cube nd the light, since they arent used
# 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.
== Add a Plane ==
# before subdividing it get your camera organised
The plane is 2x2 units by default, so scale it up to the size you want.
# get your rendering settings organised
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 ===
setup nodes like this: SHOW IMAGE
=== 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
# subdivide the plane to create the exact number of verts that you will see in game
# pull out the sculpt brush and set up the restriction to only transform on the Z Axis
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
# sculpt away
# change the render to cycles
 
# create the material node setup to render height to best prescision
== Render ==
# happy times!
# happy times!
move onto the shading tutorial to get some helper maps for making other texture maps.

Revision as of 02:44, 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.

and warning that this method wont be pixel perfect for now, because of the added pixel i will extend the tutorial to handle that later on. its not difficult.

Begin

  1. open up blender
  2. 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...

  1. change the render to cycles
  2. change render resolution to 513 and the percentage to 100%

Camera Settings

  1. move camera to 0,0,10, and rotation to 0,0,0
  2. change camera to orthographic
  3. Set orthographic scale to 512

Shading

  1. Select default new material
  2. change it to nodes
  3. change type from diffuse BSDF to emmission

Height

setup nodes like this: SHOW IMAGE

Incline Map

setup nodes like this: SHOW IMAGE

Sculpting

  1. 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

  1. pull out the sculpt mode and set up the restriction to only transform on the Z Axis
  2. sculpt away

Render

  1. happy times!