Mapdev:howto height blender: Difference between revisions
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m Enetheru moved page User:Enetheru/MapCreation/Blender/Sculpting Terrain to Mapdev:howto height blender: making it ready to put on the wiki. |
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Revision as of 02:59, 25 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.


