You can plug the height map into a bump node. Just make sure that you change the Distance and not Strength if you want more or less of that bumpiness. Sometimes you have to use values as low as 0.0001 for it to look natural though, depending on the scale of your object etc.

This is an elevation data browser, which "auto-exposes" the display so that the highest and lowest visible elevations are white and black. The result is a grayscale heightmap, suitable for use as a displacement map in 3D applications.


Download Height Maps


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Usage:  Uncheck "auto-expose" to set min and max height levels manually. Click "export" to open the current view as an image in a new tab - then "Save As" to save the image to disk. (You may need to right-click the image to do this.) Import the resulting image as a displacement map in a 3D application to generate a 3D model of the terrain. (Here's a tutorial for doing this in Blender.) The "z:x scale factor" describes how "high" the current view is, on the z-axis, in terms of how wide the current view is on the x-axis. Multiplying this scale factor by the width of a 3D mesh in units x will tell you how high in units z your mesh should be after displacement in order to be true-scale. Press the 'h' key to toggle interface visibility. 

If I connect the height map with the bump node

the height is not represented correctly as it was created in substance painter

But if i forget the height map and instead i export from substance the OpenGL Normal map everything work good as it should.

I have a question for you Gup. Maybe you can tell me if you think this will be doable. I want to package a custom biome map to go with my mod that players could use in RWG. So every time they made a new rwg map they would get different roads, terrain height and poi's but my set layout for biomes. Do you think we will be able to do something like that this alpha?

Would be awesome if someone could figure out a way to make a 7 days map editor where you could generate a map in 7 days open it with the editor that overlays the pngs and the height map and you could just edit everything. And when you change the height it would automatically recalculate the heights for the poi's.

I had added a whole bunch of roads and paths without issue, my problem came when I wanted to delete some and using the eraser in paint.net. Basically after loading up the world I found i had some huge roads where I had deleted small ones and it was not until I seen the in-game height map (world editor) and actually noticed i had what appeared to be white gaps mirroring exactly where I had deleted stuff from the splat3.png

If the planets used elevation data from height maps then allow fractal algorithms to further define planetary details on closer scale once a certain resolution with the height map was reached, this would free up a lot of system resources currently used by the game's processes. Using height maps allows for a consistent appearance of planetary terrain when implementing fractal algorithms, it's not a planet generated randomly through procedural generation (which would make MP impossible). Using fractal algorithms means that a process of dynamic level of detail can be used in place of the static level of detail currently used with quad spheres. Only the areas that are within a certain distance of an object, be it a ship or Kerbalnaut, will increase the resolution of the mesh within the vicinity of their location to a certain distance from the objects POV while everything outside of it will be lower. This can increase the scale of other areas if the object moves position to another area, which will free up memory and other CPU/GPU functions. Additional details can be added too. Vector Data can be integrated on the planet surfaces to allow for artificial structures like buildings to exist, textures can be created on various heights of terrain using perlin noise algorithms, atmospheric scattering can be implemented at various altitudes and with different effects, you can create better and more lush vegetation types like grass, clouds and tree's with real-time projected shadows.

Agreed: the new height map was one of the main attractions for me as a helo pilot but I don't see it anywhere. Seems to be a regular 50m mesh or more? Disappointing as we were specifically told this would be there.


@OnReTech any thoughts please? All these shots were taken on the actual Sinai peninsula so I'd assume high detail there in the centre of the map.

Yes, as you noticed on the map there is a normal map - which is great for high altitude. The main problem was and remains to generate a more accurate mesh. But we can generate it with the improved heightmap that we managed to get.

Now a mesh has been generated from the improved heightmap, but with a rather large edge and it is equally dense throughout the map, but already with it we got unevenness on the dunes, although with the standard heightmap we had just a plane.

I hope the mountains can get better treatment in the future on low-altitude flights. When I thought about buying the map it was precisely because of this technology that would stand out in relation to other maps. The way it was announced suggests that the entire extent of the map will have the technology, but that does not happen. I feel cheated. I hope we can see these improvements in the future and that Israel gets the love it deserves. There are currently a lot of references missing from the scene. Historical, tourist attractions, etc. If the map of Syria made the scenery rich in landmarks, Sinai is also capable. That's what Sinai lacks to give a richer experience.


when i try to edit the demo map, for example i increased the light in the room.... when the light in increased you don't see any bumps on the textures


i don't get this? i was after normal mapping, ie parallax mapping? so the height data should create a 3d effect even without lighting


so all i can find is these random forum posts



all i want is "bump mapping", i've seen pictures all around... could anyone link me to a solid working example, preferably one that replaces some of the default textures? sorry to waste anyones time but i really have been trying the google technique now for a few days.

just to confirm, the "normal" is the z axis off the wall... it's supposed to actually effect how the texture itself is rendered (the z offset, the offset off the way, not just how the texture is shaded (a trick i've seen/used in the "lightworld" library for love 2d)


so it's possible that it really doesn't support bump maps? yet? or is planned? please if anyone could confirm... i will keep scouring the forums as some of the images i swear looked like propper bump mapping

Then, totally separately, a couple of weeks ago someone (I can't recall who, but dpJudas improved it) wrote a shader (i.e. a separate graphical effect, not native to GZDoom) that creates a parallax mapping look. This requires a height map to work. It works completely independently from the materials stuff and works with basic Doom sector lighting too, because it's not a lighting based effect.

dpJudas updated how shaders work with materials now. So I took a snippet of his parallax example code and used that. Its just getting the height just right aswell and the heightmap generated correctly.

The video on the normal passes got me thinking about normal maps though, so I looked for more information on normal maps and how I could relate them to digital painting. Pretty much everything that came up in Google related to using normal maps for dynamic lighting in 2D game engines. I thought this was intriguing and discovered a few programs for making normal maps to use dynamic lighting in game engines. Some people make manual normal maps as well depending on the result they want. Here are the main ones I found:

Hi there I have a confusion between two maps that is height and normal map I was looking at portfolio of artist and saw a breakdown of there model, they have shown a map that looks like a bump map but it was labeled as height map. So my question is what exactly is the difference between the two things

Probably usage. The maps themselves would both most likely be greyscale images. If used as a mapped texture most would call this a bump map. There are of course situations where the term height map is simply more accurate, such as when the map is being used specifically to raise the height of terrain. Images used to displace geometry are most commonly referred to as displacement maps, except again when used to create ground elevation.

While it depends on the program, bump maps often need to be 16bit in order to avoid a stair-stepped appearance to the surface. A low bit depth image might be used as a height map specifically to create a terraced terrain effect. ff782bc1db

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