Hope this helps, but when trying something similar in World Machine (exporting .raw32) - changing the file extension to
.raw will let it load in Photoshop - when you import you have the option of specifying the bit depth you know it is.
Just had a quick look at the World Creator website and it says it can export to raw32 - that would be your best bet - you would just need to change the extension as mentioned to .raw and specify 32 bit on import to Photoshop
Quoteunder 16bit settings as states 'Specified image is larger than file
this is simply that the raw importer in Photoshop needs to know the resolution of the image you're trying to load - looks like the default is 4096 x 4096.
So if your image is 2048 x 2048, you'll have to set that manually, but if you can export a higher resolution image from World Creator try as high as you can go to get more detail
Terragen won't load the .raw file though, so you could convert it to OpenExr to load it into Terragen and turn it into an RGB image. Photoshop is a bit behind the times with 32 bit Exr images so when I was trying this workflow I found a free plugin for Photoshop that exports full 32 exrs:
https://www.exr-io.com/So here's a suggestion for a workflow to get the most out of your map:
- Save your map fromWorld Creator at the maximum res you can to a .raw32 file
- Change the extension of the .raw32 file to .raw
- Load into Photoshop - set the resolution manually on the import dialog and set bit depth to 32bit and Byte order to IBM PC
- In Photoshop changeImage/Mode from greyscale to RGB Color
- Save to OpenExr using the exr-io option to maintain 32 bit depth
You can then load the exr into Terragen via a heightfield load or a displacement node, my personal preference is via a heightfield node as you then get the extra fractal fine detail displacement on the heightfield shader for free.
Possible pitfalls:
When I tried this from World Machine the map seemed to be normalized - that is the values don't match "real world" values - for instance, if the highest point in your World Creator scene is 350 meters,, then the brightest pixel in your map will need to be 350. If it isn't, then you will have to:
- Add a Heightfield resize node in Terragen and check the Re-size in meters option and set to the size of the terrain in meters..
- Add a Heightfield adjust vertical, check the Multiply height by option and tweak until the height is right
In my workflow, I used Nuke to get an exact value for this multiplier.
That should help with displacement maps - though couldn't you export a .obj to load into 3ds max and a .ter file for Terragen?