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mapping:creatingterrainheightmaps [2010-09-20 14:59]
Kai added price info and versions
mapping:creatingterrainheightmaps [2013-01-07 12:07]
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-====== Creating Height-Maps for your Terrains ====== 
- 
-The shapes of the terrains that you can create with [[mapping:​cawe:​editingtools:​newterrain]] are defined by //​height-maps//​. A height-map is usually a square gray-scale image whose black pixels represent the lowest heights (0%) and whose fully white pixels describe the highest heights (100%). The gray values between them represent intermediate height values -- the brighter a pixel, the higher is the resulting terrain at that spot. 
- 
-CaWE and Cafu support height-maps in all the image file formats that are also supported for textures (''​jpg'',​ ''​png'',​ ''​tga''​ and ''​bmp''​),​ as well as Terragen (''​ter''​) and portable graymap (''​pgm''​) files. 
-The image file formats usually have a precision of 8 BPP (bits-per-pixel),​ while the ''​ter''​ and ''​pgm''​ formats have a much higher precision of 16 BPP, and are therefore the preferred choice for height-maps. 
- 
-Height-maps must also meet the additional requirement of having side lengths of (2<​sup>​n</​sup>​+1) * (2<​sup>​n</​sup>​+1) pixels, where n is an integer between 1 and 15. Examples of typical height-map dimensions are 129*129, 257*257, 513*513 and 1025*1025. 
- 
- 
-===== Programs for Creating and Editing Height-Maps ===== 
- 
-Creating and editing high-quality height-maps can be a complicated and demanding process that typically requires the assistance of specialized software. 
-I've intensively tested many software packages for this purpose, many of which just don't meet the requirements. 
-Typical problems include limited or broken importers and exporters (e.g. only to and from proprietary file formats), limits in the supported high-map dimensions (e.g. only 2<​sup>​n</​sup>​ * 2<​sup>​n</​sup>,​ not 2<​sup>​n</​sup>​+1 * 2<​sup>​n</​sup>​+1),​ usability, stability (e.g. frequent crashes) and the inability to switch off the "​relative height editing mode", which seemingly allows users to dig deeper than 0% or raise terrain higher than 100% by adjusting the relative height of all //other// terrain. 
- 
-The following lists mentions several programs that I consider useful or relevant for creating and editing height-maps. None of them is perfect or can do everything that is needed all in one program, so you might be also interested in reading the [ FIXME Link to tutorial about how the TechDemo terrain was made. ] tutorial. 
- 
-==== CaWE ==== 
- 
-The obvious and best choice for editing the height-maps of terrain entities is CaWE. 
- 
-It is possible to edit and modify height-maps directly in the 3D view of CaWE, in a "​live"​ manner that naturally and immediately shows the interactions with other elements of the map, as for example brush-based buildings and walls, other entities, etc. 
-For more information about the terrain tool please check[[mapping:​cawe:​editingtools:​editterrain| here]] 
- 
- 
-Note that although CaWE would be the ideal place for height-map //editing and modification//,​ it is not necessarily the best place for height-map //​creation//​. Although that would be and will be possible, too, other programs below that are specialized on height-map creation may do a much better job in creating the initial height-map, especially if very large, natural-looking shapes are desired. 
-In such cases, you would use another program to create the initial height-map, then add it to your map in "​rough"​ form using [[mapping:​cawe:​editingtools:​newterrain]],​ and then continue to edit the fine details in CaWE, for example the alignment with buildings, other brushes, etc. You may want to have a look at the [ FIXME Link to tutorial about how the TechDemo terrain was made. ] tutorial in this regard. 
- 
-==== Regular 2D Applications==== 
- 
-Although not meant to visualize the actual 3d surface itself, nearly all 2d applications are able to provide a decent way of creating a highmap. 
-However most of these methods are more likely to create a basic uneven surface that can then be altered inside the Cafu Editor for more precise interaction with bsp or mesh based geometry. ​ 
- 
-While most terrain specific tools offer much more natural control over the final result (like eroding based on water and wind) almost every 2d application can provide hightmaps. ​ 
- 
-Noise filter (like perlin noise) are very powerful and can create a wide variety of surface distortions that are great as a base.  
-There are many different applications out there commercial and free, yet we would like to prefer free ones.  
- 
- 
-=== Gimp (Freeware) === 
- 
-Obviously the most common freeware 2d application,​ that mimics the commercial //Adobe Photoshop// in many ways and beyond. It matured over the years into a reliable 2d package and should be considered as a professional tool.  
-By using filter and custom brushes it is a very good way to start a decent highmap 
- 
-Gimp is loacted here: http://​www.gimp.org/​ 
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-Create basic landscape http://​springrts.com/​wiki/​Height_Map_Tutorial 
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-=== Flash based (Freeware) === 
-Despite the negative critiqe of the last months, Flash is still a powerhorse. There are Flash apps amazingly versatile for editing, and they are always available as long as there is a web connection \\ 
- 
-**Sumopaint** offers a lot of tools and filter to create highmaps http://​www.sumopaint.com/​app/​ \\ 
-**Pixlr** offers a similiar experience like sumo http://​pixlr.com/​ \\ 
-**SplashUp** another flash based 2d app http://​www.splashup.com/​ 
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-==== World-Machine (Free Edition/​Commercial) ==== 
- 
-The free edition is limited to 513*513 pixel but offers all tools. The next basic version costs 89$, can go beyond 8k resolution for maps, which also authorizes for comercial use.\\ 
-This program has become my favourite for height-map //​creation//,​ see the manufacturers website at http://​www.world-machine.com/​ for more details. I also used it to create the height-map for the Cafu TechDemo with it. While it does not allow to "​paint-edit"​ very fine details in a height-map, it is very good at composing logically structured terrains in a repeatable manner. The features of all logical devices that are used to build a height-map can be edited independent of each other, allowing for very flexible, reproducible results. 
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-==== Leveller (Commercial) ==== 
- 
-Looks like it offers quite a few different tools to work with, however the price of 199 dollar is way too much and there is not much indication about when the last update actually took place.  ​ 
- 
-==== Terragen ==== 
- 
-This is //the// software for terrain rendering, but due to it's "​relative height editing mode" I'd not recommend it for height-map creation or editing. Terragen //is// very good though at generating a base (ground) texture from a height-map! See FIXME  
- 
-==== Other Programs ==== 
- 
-If you have experience with other programs, please add them here. 
- 
-There are several other good programs, but I don't use them often. Maybe one of them has released a new version in the meanwhile that addresses some of the problems of older versions, so it might be worthwhile to have a look at them! For example, for basic terrain creation, programs like TerraBrush, Terraformer 1.8b or TerraMaker already do a good job. 
- 
- 
-===== Summary ===== 
- 
-Use any of the above mentioned programs for creating the initial height-map. Future versions of CaWE will allow you to further edit these maps conveniently in the editor. If you must fine-tune them before that, patience and creativity is required, although the above programs will help with that, too. 
- 
-Once your height-map is complete enough for use, you'll also want to have a base texture for it that represents the color of the ground and is used in the material definition with which your terrain is rendered. 
-While the texturing of the terrain might be possible in future versions directly in CaWE, too, I currently just import my height-maps into Terragen for this purpose, make sure the dimensions (lateral size and altitudes) are correct, setup the Terragen materials, set the sun appropriately (full-bright and no shadows) and turn off all atmospheric effects, set an orthogonal camera view and then use the Terragen rendering result as the base texture. 
  
mapping/creatingterrainheightmaps.txt ยท Last modified: 2013-01-07 12:07 (external edit)