Normal map-displacement map -export

Started by Martin, January 18, 2016, 02:40:09 AM

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Martin

Hi!

So, I've made lot's of interesting landscapes with terragen over the years,
and I'm working on a Unreal engine 4 scene right now. I make the assets in zbrush, maya, photoshop, substancepainter- with a wacom tablet
but I need some background mountains, and rock fields- normal maps textures. It can be done in zbrush of course but what I've seen on the net it seems to me lot's of them (especially the mountains)are made with  procedural terrain generators. And I would love to use some of the mountains I made before.
But obviously I need a low poly mesh with normal maps for the game engine. I was trying to export a lower poly and a higher poly terrain mesh, but I can't generate a normal map without proper uv coordinates. The exported obj file's sides have random flouting vertexes, so maya crashes when I try to edit the uv-s. I tried to import it to Zbrush and use the decimation master to make a low poly mesh (so I can make uv-s and normal maps with  project etc) but because it's not a full object , only a 2d plane with random vertexes the decimation master crashes, or just stops during calculation.  Th other thing I tried is to export a height map. I have some nice terrains with lot's of notes, so after I checked the forum how to export  height map I tried it but didn't work. I have a heightfield generator, with the last node of the terrain plugged in it, then generate height field and right click on the node and export. exr file. What I get is a mostly black image with one or two white patches. with a huge contrast. Not even close to the terrain. I tried to plug the compute terrain node in the heightfield generate input too but the same . So my plan to make a mountain with a displacement function in maya and use that to make a low -high poly mech and normal maps won't work either.
What did I do wrong with the height field export? Is there any other solutions or what i'm trying to do is impossible? 

Matt

The black parts of the EXR might just be negative values, and the white parts probably contain values greater than 1. When Terragen exports the EXR from a heightfield, it stores the displacement value in metres. Many of the procedural terrains displace negatively in some places, and you're also likely to get values much higher than 1. Many EXR viewers don't know what to do with negative values, but the file format allows them, and 3D apps should be able to read and use negative displacement values.

What happens if you try to use the EXR to displace in Maya?

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Martin

I have to check it. The negative values thing makes sense.  However the 1000x1000 pixel files were less than one mb(around 700 kb) So I checked them in photoshop first to see why on earth is the size of the file so small. When I saw it's just a black image with some white patches I didn't even bother trying in maya.

j meyer

Quote...I tried to import it to Zbrush and use the decimation master to make a low poly mesh (so I can make uv-s and normal maps with  project etc) but because it's not a full object , only a 2d plane with random vertexes the decimation master crashes, or just stops during calculation....

You should try to project the imported mesh onto a plane in ZB and then work with that. But better use an also imported plane as ZB's plane can be problematic.

paq

Gameloft

Martin

Quote from: paq on January 19, 2016, 08:05:43 PM
Off topic about the .exr stuff, but have you look at this thread ?

http://www.planetside.co.uk/forums/index.php/topic,20466.0.html


Quote from: j meyer on January 19, 2016, 11:39:42 AM
Quote...I tried to import it to Zbrush and use the decimation master to make a low poly mesh (so I can make uv-s and normal maps with  project etc) but because it's not a full object , only a 2d plane with random vertexes the decimation master crashes, or just stops during calculation....

You should try to project the imported mesh onto a plane in ZB and then work with that. But better use an also imported plane as ZB's plane can be problematic.

Ah THANK YOU! I kind of gave up after the decimation master fail, but projection on a plane, dynamesh, etc that whole thread, very helpful ideas!As soon as I have some time I will try these.
Thanks!

Gaveeebruce

Hey Martin, I can't really input anything into your question as I'm still a noob on Terragen i just wanted to say your landscapes are stunning and the particle effects or however you've done the mist is amazing and the sky is fierce  :D I've got a lot to learn you know of any videos or links where i can learn the basics ? I was watching a Russian guy but his English in area's is hard to understand. Thanks