Author Topic: Heightmap help  (Read 330 times)

AUSSIEDIRT

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Heightmap help
« on: December 14, 2016, 03:13:44 AM »
Hi everyone ,

im working on a track atm ive done a model and now im trying to make a height map of my model however im having alot of dramas with quality and even being able to generate a heightmap correctly.



this is what i have so far , i have black on the curb on one end then on the other its light just really unsure what to do any ideas?


thanx

aussie


Phathry25

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Re: Heightmap help
« Reply #1 on: December 14, 2016, 04:20:40 AM »
Set self illumination to 100. 

Flip your UVW map or gradient. (unrelated to your shading problem.)  White is tallest, black lowest.

AUSSIEDIRT

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Re: Heightmap help
« Reply #2 on: December 14, 2016, 05:06:27 AM »
thankyou sir i found out render to texture is awesome to .still need to figure out the tough part now

TheFatController

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Re: Heightmap help
« Reply #3 on: December 14, 2016, 10:27:06 AM »
As posted on the MXB board:

Quote
Hey Aussie,

I only use Blender to make heightmaps from mesh objects, but I'm assuming the principles are the same or similar no matter what you use, so..

The material used to generate heightmaps in Blender is the blend. This goes from alpha to white. If I'd rendered that I'd assume that there are holes in the mesh. First thing to do would be to double check everything, make sure things line up and there are no gaps, even connect things or make things part of the same mesh just to make sure.

If you want to do this properly in Blender, firstly you need to set up a few things in the scene:

You need to make sure that Blenders 'colour management' 'display device' is set to none, or you will get an sRGB rendered image. I could describe the problem here but it's easier to link to this, which explains all. http://blender.stackexchange.com/questions/7199/why-does-my-cycles-rendered-heightmap-have-wrong-values - You also need to set 'sequencer colour space' to 'linear'.

The material itself used for the gradient (the 'blend' in Blender) needs to be linear RGB, and the progression also needs to be linear. I think in Geo's tutorial he said to use 'Quadratic', but I've found when using the model for object placement too, quadratic doesn't give you a perfectly linear generation, although quadratic is fine if all you're doing is making scenery or a base to work from for an MX track for example.

If you're using your model for both heightmap and objects, you need to make sure the very lowest point of your heightmap mesh object sits level with the origin, or you will get a mismatch on height and vertical scaling and your objects will sit too low, too high, or both too low and too high if making an object road within the hieghtmap for example.

In fact, after looking at your image more, it looks like your central piece is offset slightly, causing it to overlap on one side and fall short on the other. Perhaps you could post a pic of your mesh?

Hope that helps dude :)

An afterthought, your material needs to be set to 'shadeless' in Blender, but that might be the same as Phathry stated about illumination.