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[SOLVED]How to bake heightmap at the same 'height'

Posted: Tue Jan 15, 2013 4:35 am
by LJS
Hiya,

Am trying to bake several heightmaps within blender (2.65). They all make up one larger heightmap. I'll sum up beneath what I do, works perfectly fine for only one heightmap. My propblem follows after that.
  • Eh, ended up as a mini tutorial (edit: bstone's url is much easier and what I searched for):
  • make a plane
  • scale it (doesn't matter)
  • go into edit
  • [list]
  • select all vertices
  • hit U for unwrap (to bounds)
[*]Go to UV/Image editor window[/*]
  • This will be the heightmap
  • [list]In edit mode and all vertices selected
  • hit New in the UV window
  • [list]
  • In the pop up: Give it a name and set width and height to 513
  • _Uncheck_ alpha
  • Press OK
[*]For easy use, save that image already
(next time you load the blend, it loads in the last saved heightmap)[/*]
[/list]
[*]then set a multires on it (I divide it to 512 - 9 divisions - that makes 513x513 vertices)[/*]
[*]sculp it only on Z, or how you do it[/*]
  • Add a material to it, leave all as it is
  • [list]
  • Add a texture
  • [list]
  • Type: Blend
  • Mapping/X: X
  • Mapping/Y: none
  • Mapping/Z: none
  • Influence/Blend: Add
  • Influence/Colour: Black
[/list]
  • Add a second texture
  • [list]Same as previous but;
  • Mapping/X: Y
  • Mapping/Y: none
  • Mapping/Z: none
[/list]
  • Add a second texture
  • [list]Right a third: The Z for mapping i.e. the height
  • Mapping/X: Z
  • Mapping/Y: none
  • Mapping/Z: none
  • [/*]Influence/Colour: [b]White[/b][/*]
[/list]
[/list]
[/list]
[*]Save the blend file[/*]
[*]Apply all modifiers[/*]
[*]Then bake (Bake mode: Textures) with the object selected[/*]
[*]Save the heightmap in the UV/Image editor window[/*]
[*]Reload blend file or hit CTRL-Z until you have your modifiers back
or just quit as you are done \o/[/*]
[/list]

The above will be updated regarding the answers

Back to my actual question :lol:
With the above, two or more maps for one terrain and both maps have one mountain with a different height, it won't bake as I need. All height values are clamped to the min and max values resulting in mismatches at the borders. Leaving gaps. Anyone knows how I can change that, other methods are also welcome.

Regards,

Re: How to bake heightmap at the same 'height'

Posted: Tue Jan 15, 2013 8:45 am
by bstone
Here's a better way to do that: Sculpting Terrain. The key is using a material to generate colors. Then you have good control over the clamping.

Re: How to bake heightmap at the same 'height'

Posted: Tue Jan 15, 2013 2:20 pm
by LJS
Saw that, did that, appreciated that.

You can even leave the multires on and set the preview lower and all comes out as it should. In all aspects, a much better way, especially the second material to check 'real-time' the walkability and so, all other values while creating the terrain.

Thanks a lot,