[Bf-committers] Terrain modeling

Tyler Mercer tyleramercer at gmail.com
Sat Oct 26 04:14:30 CEST 2013


If those red things are buildings, you might have more success if you
edited them out of the heightmap and color map and used cuboids instead.


On Wed, Oct 23, 2013 at 2:54 PM, Jacob Merrill
<blueprintrandom1 at gmail.com>wrote:

> Break up the map into smaller sections and then load and unload them? Use
> world coordinates to determine what is loading and unloading?
> On Oct 23, 2013 8:42 AM, "Stephen Swaney" <sswaney at centurytel.net> wrote:
>
> > On Tue, Oct 22, 2013 at 05:42:39PM +0200, Pierrick Koch wrote:
> > >
> > > I am using a small script [1] to generate terrain from aerial image
> > > and heightmap [2].
> > > Those two images are quite big (9000x9000) with a 5cm per pixel
> > resolution.
> > >
> > > My knowlwedge in modeling and mapping is quite limited,
> > > so I'm only using a grid and the "Displace" modifier,
> > > which limits me to a resolution of 50cm per pixel,
> > > and results in a model of 850K+ vertices and 1.7M+ tris [3].
> >
> > The HIRISE DTM importer works with some huge files to produce
> > terrain at varying resolutions.  Maybe something useful in
> > there?
> >
> > --
> > Stephen Swaney          sswaney at centurytel.net
> > 231-313-2492                skype: sswaney                  (GMT-4)
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list