![]() ![]() Anyway that gives you the right format to go further, ie: PNG black/white 16bit, then save where you want in same area ( click folder icon), then render and you're don't. That should do it, respond here if not and I"lll try to help if I missed something. I checked out microdem a bit more, and it turns out I can make a fairly decent ( not tested just yet but I have confidence) import of a png from blender ( ramp method only works ), then load into microdem, right click image > Map shading options > elevation left side tick, elevation 'button' at bottom > choose topography left menu then make sure 'white /back', top to bottom are selected top right, ok the ok. Using blender ANT plugin is very handy, but you can't export 'raw' format which I prefer because its the most used format. I"ve tried various programs, haven't tired gimp as I have PS, but I can't get a true heightmap for game engines and I've looked around. I"ve been looking for a direct approach to go from blender format of png 16bit black/white using a color ramp ( black and white ramp) via the camera top down approach ( as seen in various tutorials ) to raw16 which most game engine terrain import/export 's support. I"ve never tried XnView, but its still available and sounds very interesting. If someone knows how, fine please post but its not in 2.76b anymore. THe reference to UV image editor is therefore irrelevant, unless someone wants to show otherwise, meaning options 2 and 3 do not work anymore. This must have been done on 2.49, because there is no Ant landscape 'option' tab, I looked everywhere and found nothing, and definitely no 'easy' way to save a heightmap, but completely doable with a bit of patience. ![]() ![]() Click to expand.VERY old thread I realize, but this seems the appropriate place to do so to correct for blender version. ![]()
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