How do I export a height map of a specific portion of Terrain?

Started by decksounds13, July 26, 2016, 05:39:34 PM

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decksounds13

I've made some really nice renders and understand the software fairly well now but I want to use the Erosion in World Machine AFTER the angled stratification created by TG.  With the default file, I create a height field and now my preview section of terrain is flat and raised.  In the 3d view it looks like a square mesa.  When I move the transform handle of the heightfield node it just moves the square mesa.

If I double click the HF generate node and click generate, it seems to have relief again but I can't find a way to change the section of terrain that I am exporting.  I can change the size in meters and that reflects in the export but I can't find a tutorial or mention on the internet anywhere of how to do this.  It seems like the micro exporter has some function for this so I can't imagine that the only way to get new terrain in my scene is by changing the shaders or hitting the seed button.

I'm usually pretty good about figuring this stuff out on my own so I'm hoping I'm not missing something that is intuitively placed in the interface and I am simply overlooking it.

Thanks a million!

decksounds13

In short, I want to isolate a particular mountain and center it in the exported height map and can't make that happen.  :-[

decksounds13

This is the process I am trying to follow, although I would like to replicate it in Maya with V-Ray GPU to speed things up because I really can't make much progress waiting for renders out of my 5820K versus my 3 gtx 1070's.  I want to do animations and using my GPU's is the only way really without skipping meals and selling everything I own to rent out a render farm just to find out I need to re-render the thing all over again to tweak it.

https://blenderartists.org/forum/showthread.php?397003-Micro-poly-mountain


Oshyan

There are two ways to do this, one using a heightfield (easier to do, easier to work with, but potentially less broadly compatible and but loses overhangs, i.e. non-planar features), and one using the micro exporter to export geometry.

For a heightfield: If your final terrain is being influenced by procedurals and is not already a heightfield (which is what it sounds like), then you'll need to create a new Heightfield Generate node and feed the output of the *last shader in your terrain network* into the Shader input of the Heightfield Generate. Then set the size (in meters) *and position* of the heightfield and press Generate and you'll have a heightfield version of your terrain. Then just right-click the Heightfield Generate node in the network view and choose Save As, put either a TER or EXR extension, then Save.

For geometry: add a Micro Exporter in the Renderer node and set it up with a correct path and file type for output, then move your camera up directly above the area you want to export, set it to look 90 degrees straight down, set it to Orthographic mode and set the area covered in Meters. Then do a  small, low detail test render (square aspect ratio). The micro exporter takes geometry directly from the render process, so you can end up with a lot of geometry if you use higher render resolutions and/or detail levels. Once the render finishes, you should have a geometry file with the name and type (FBX or OBJ) you specified in the micro exporter.

- Oshyan