Quote from: jaf on January 02, 2013, 05:24:30 PM
I was just experimenting with the heightfield load and wanted to get down to the very basics and then seeing what each option would do. So I thought, what would be simpler than a 2047 x 2047 bmp black square with a smaller white square? It surprised me when I couldn't get rid of the "noise" or fractal detail (or whatever it is on the edges.)
I got "fired up" by reading the 3D Art Direct magazine yesterday and decided to really attempt to get a better understanding of the program.
I understand why you thought a 2k bmp would be an easy start, but it's actually not really that simple.
For instance, load that image in an image map shader and use the displacement function within the image map shader.
Now make a similar sized simple shape shader and displace that as well.
I bet for all the money I have that you won't get the same result.
This is because internally colour from bmp's is treated differently than colours from (generated) heightfields.
So in order to learn it the easiest way is to use it as closest to its native functionality, thus a heightfield and not an image map.
I'd recommend using the heightfield generate (from the default scene) or load an actual .ter heightfield using the heightfield load operator as you tried with your .bmp.
To learn the working of every setting should be more succesful then.
Great to hear though the 3D Art Direct issue fired you up

I don't know whether you will sign up for the conference, but I think it's a great opportunity to get 1:1 interaction with advanced users.
For instance, I'm planning a session on the node network and "logic" of TG2.
Coming saturday there's a free introductory session to the webinar. If you have time then join us so you can get a taste of what we have to offer, we'll share some tips/tricks and there's probably enough time for some open Q&A

Cheers,
Martin