Terrain Height Maps

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Terrain Height Maps 5,0/5 3496 reviews

In this session we will be creating new Terrains using the Unity Terrain Tools. Specifically, we will be looking at using height maps for everything from simply adding a slight variation to the original plane to importing specific terrain topography. The result is a grayscale heightmap, suitable for use as a displacement map in. A displacement map in a 3D application to generate a 3D model of the terrain.

Aot season 2. The libnoise library does not have the capability to create images or terrain height maps from; you must write the code to do this yourself. This is probably not your idea of fun, so for your convenience, you'll download the (32 KB). This library contains the following helpful classes: • A noise map class — this class implements a two-dimensional array that stores floating-point values. It's designed to store values generated by a. • Several noise-map builder classes — each of these classes fills a noise map with values generated by a. While filling a noise map, it iterates the coordinates of the input value along the surface of a specific mathematical object.

Each of these classes implements a different mathematical object, such as a plane, a cylinder, or a sphere. • An image class — this class implements a two-dimensional array that stores color values. • Several image-renderer classes — these classes render images given the contents of a noise map. Each of these classes renders an image in a different way. • Several file writer classes — each of these classes writes the contents of a noise map or an image to a file. Once you download the noiseutils library, you'll need to add noiseutils.cpp to your project file.

If you now run the program, nothing will happen. This is because you've created the terrain height map, but have not yet rendered it to an image.

To do this, you'll instantiate a RendererImage class. You'll also need to create an empty image object that will receive the rendered image. Before the renderer can render the image, you'll need to pass the noise map containing your terrain height map to the SetSourceNoiseMap() method. You'll also need to pass the empty image object to the SetDestImage() method.

Add the following highlighted code: heightMapBuilder.SetBounds (2.0, 6.0, 1.0, 5.0); heightMapBuilder.Build (); utils::RendererImage renderer; utils::Image image; renderer.SetSourceNoiseMap (heightMap); renderer.SetDestImage (image); The renderer is now properly set up. To render the image, add the following highlighted code: utils::RendererImage renderer; utils::Image image; renderer.SetSourceNoiseMap (heightMap); renderer.SetDestImage (image); renderer.Render (). Now that you've written the code to render the image, you can now write this image to an output file in Windows Bitmap ( *.bmp) format. To do this, add the following highlighted code: renderer.SetDestImage (image); renderer.Render (); utils::WriterBMP writer; writer.SetSourceImage (image); writer.SetDestFilename ('tutorial.bmp'); writer.WriteDestFile (); Everything is now ready. Compile and run the program. Within a second or two, your program should create a file, tutorial.bmp, in the current directory. Open up the tutorial.bmp file in your favorite image editor to see a grayscale rendering of the terrain height map: In this image, lower elevations are darker than higher elevations.

You've now successfully used the libnoise and noiseutils libraries to create and render a terrain height map to an image file. In this section, you'll add some realistic coloring to the image. Lsi fast path software. The renderer allows you to specify a color gradient. For this tutorial, you'll use the following gradient to color the image: As you can see, all elevations below 0 are under water. Near sea level is a narrow bar of sand, followed by grass. The grass gives way to dirt, then eventually to rock.