Started by shadowphile, September 13, 2009, 08:24:50 pm
Quote from: Volker Harun on September 16, 2009, 11:46:06 amI try to give you 1:1 instructions ... as I skipped a few steps for a good setup:1. Get you PoV2. Last shader should be an image map shader with a bright coloured bitmap (i.e. pure Pink)3. keep the image map to camera projection and use your render camera (the whole field of view (FOV) turns pinkish ... good )4. Create a new camera turn it 90° down and place it over your area of interest with use 'Orthographic'5. plug the orthographic camera into your render node and change the image width and height to i.e. 800 / 800.6. Move the orthographic camera around and adjust its width until you get the most of the pinkish area into the view.7. Write down the width of the ortho-camera and its position, these will be the values of your new heightfield.8. Plug your render camera back into the render node and delete that ugly image map shader of Step 29. Create a heightfield shader and add a 'Heightfield generate' to its 'Heightfield'-input10. Disable the 'Flatten surface first' in the heightfield shader (I am not sure!?!?!)11. Disable the 'Fractal detail' in the heightfield shader13. In the Heightfield generate do the following:13.a. The size in metres is the width of the ortho camera13.b. The numbers top if these are the resolution of the heightfield use i.e. 4096 and 409613.c. I do not know if this is necessary, but I always set the 'Feature scale' to 0 ... same with the variation in the Tweak-tab13.d. in the 'Use shader' tab ... plug in your terrain .... insert the location of that ortho-camera13.e. I am not sure, but I would set the Position to center.13.f. Press the generate now button13.g. After the build process do a right click on the Heightfield generate-node and do a 'Save file as ...'13.h. Save both Ter and Exr ... keep an eye on the file-extensions.14. Delete the heightfield-generate and add a heightfield-load, load the Ter file of 13.h.15. You might need to set the position of the heightfield in the heightfieldshader.16. Into the blending shader of the heightfield plug in a new imagemap shader, use camera projection and the ortho camera.17. Load the .Exr-image (or converted to BMP, etc.)18. I hope that I did not forget anything Volker
Quote from: shadowphile on September 13, 2009, 10:49:48 pmLet me be more clear: the examples I find always generate data from scratch using the position data, but I would like to interrogate an established shader and either change it directly or generate a new shader that is the result of my applying the function to the shader results.
Quote from: Volker Harun on September 16, 2009, 02:49:34 pm@Calico: Feel free to add it