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Final modified

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Omg, dude, pretty perfect job, thx u then much

This is awesome! Then glad you shared it. THX :-D

perfect! nice and easy...it works perfectly!

Thanks then much! time to CNC some mountains!

It'd be interesting to come across your results, Paige.

Thank you!!! I will send the students creations.

Thx. Actually capeesh this.

Can nosotros overlay Google satellite image?

Ian, yeah it is possible to overlay Google satellite images. I'll proceed this topic in mind for a hereafter tutorial.

Many cheers for your tutorial and information technology's helped me to create a good 3d model of Crater Lake in Oregon which I promise to consign to Unity3d and add together depression poly tree's etc. Everything just looks shiny though so I was hoping you could point me in the right direction to assign a satellite image material over the top please? I've tried many ways just the result seems to be with the already used heightmap ambivalent with annihilation new I add. Is there a way to export the model but as one solid piece so that the heightmap is permanent assigned and then I tin can re import in either Blender or Unity3d and add a new material to it? Await forrad to any aid if y'all accept the fourth dimension. Thanks.

Andrew, send me a copy of your Crater Lake model, along with the satellite image.

Ensure the heightmap is included past :-

Thanks for that John. I sent a dropbox link via my regular electronic mail address.

Hullo! I was wondering if yous know of a fashion to add a flat base to the mountains? Something similar extruding the surface down and and then flattening the bottom, is this possible?

Hi, I am interested in how you arrived at the strength=0.135 in the displace menu and the subdivision of the grid=513. Really appreciated your work.

Hello John, can you brand a tutorial about extracting top map from 3D models from a specific plane? Thanks for the great tutorial!

Stella,

The strength of displacement was arrived at by trial and mistake. I noted the height of two mountain peaks and the distance between them and created a box of that size:-

The heightmap is 2048 pixels square. My computer is too wearisome to handle 2049 subdivisions (2048+1). Then 513 is a quarter of 2048 pixels + 1... I'm open up to my arithmetic being wrong.

I hope you're able to create something useful from my tutorial.

Dang,

I'll keep your request in heed for a hereafter tutorial. In the meantime adapting my tutorial on Colour by Altitude would create a meridian map. Y'all'd demand to rotate your model so that the desired plane is parallel to the XY plane.

http://johnflower.org/tutorial/colour-altitude

You'd end upwardly with a node setup as below (follow tutorial to achieve this):-

Thank for the quick response John. Do yous think it is possible to replicate a 3D model which exact same scale if I extract height map past following your Color by Altitude tutorial, and then recreate the model, using method mentioned in this tutorial? I'm trying to create a pipeline to encode and decode 3D models.

It'll be a matter of adjusting the displacement forcefulness past the Z height of the source object.

Can I use a geoTIFF for a pinnacle map?

Thank you, worked cracking but the only trouble I have is that all is inverted, the mountains are holes, how can I ready that other than inverting the colors on my height map?

peachy tut but it crashes on render. Non sure why. I can render a unproblematic cube, 16Gb of ram and watching Task Manager I never go up to 16Gigs earlier the crash so it'south not a resource result.

David, tin can you email the file you're trying to return?

This is awesome, thanks for this. I am trying to render a landscape a friend sent me, but information technology doesn't have the same level of depth. As in the alpine mountains are fine, but the lower mountains are really shallow, as if the top have is at the correct strength, simply the bottom half isn't. Thoughts?

Craig, can you lot email me your source file?

Cheers John, I'thou planning to make some abstract patterns using this technique and follow that upward with some other deformations to create some CNC-milled works.

Is there a reliable way to ascertain the strength of the displacement modifier? Y'all did it by trial and error. Me too, but this doesn't feel right.