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Generating a heightmap

Generating a heightmap

2004-02-24       - By Ian Thomas

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

Lucas,
  Thanks... I actually tried that (and it was very, very slow.)

  I also tried taking a snapshot of the scene from above having
recoloured everything to white with a fog, and checking the height based
on pixel brightness - but fell down when I couldn't think of a way to
scale the image down by a 12th and still retain the brightest colour in
each pixel.

  Hey ho. :)

  Thanks for the suggestion, though. :)

Cheers,
  Ian

> -- --Original Message-- --
> From: dir3d-l-bounces@(protected)
> [mailto:dir3d-l-bounces@(protected)] On Behalf Of
> Lucas Meijer
> Sent: 24 February 2004 13:32
> To: dir3d-l@(protected)
> Subject: Re: [Dir3d-l] Generating a heightmap
>
>
> Hey Ian,
>
> That's a lot of things you tried there :-)
>
> Normally, I let a maxscript generate my heightmaps.
> Since you're making this scene using lingo itself, that gets
> a bit tricker.
>
> one idea that comes to mind is this:
>
> for each tile
>    aim an orthographic camera on it, from the top, making it view
> exactly the entire tile.
>    set the camera.z to say, 1000
>    set the far clipping plane to 1000.
>    repeat:
>       render
>       if render = totally background color -> exit repeat
>       else bring far clipping plane closer
>    end repeat
>    this tile's maxheight = current clipping plane value
> (compensated for
> camera position)
> end for each tile
>
> Other than that I think the easiest way would be to somehow
> export your
> scene to a 3d authoring app, which should make a heightmap
> for you nicely.
>
> Bye, Lucas
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