Generating a heightmap 2004-02-24 - By Ian Thomas
Back 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 > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo> /dir3d-l >
__ ____ ____ ____ ____ ____ ____ ____ ____ ____ Dir3d-l mailing list Dir3d-l@(protected) http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
|
|