Mapdev:howto height blender: Difference between revisions
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m re-made |
m fixed image dimensions |
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| Line 43: | Line 43: | ||
- add invert | - add invert | ||
- render | - render | ||
[[File:Blender-node000.png]] | [[File:Blender-node000.png|600px]] | ||
8. Colour Management | 8. Colour Management | ||
| Line 56: | Line 56: | ||
* 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]] | ||
Revision as of 12:24, 19 September 2013
Creating a Heightmap in Blender
Steps
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.


