3ds Max :: Rendering 3D Models - Height Maps With 766 Values Not Enough
May 28, 2011
I am currently rendering 3D models' height maps using a gradient ramp with an UVW map. The models can be trees, characters etc, it's not terrain.
I would really like to know how to use all 16,777,216 colors so that my height maps have that many different values.
So far I only managed to used the gradient ramp and gain a total of 766 different height values. I use 4 colors in the gradient, here is how:
- First gradient ramp color is full black, and placed at position 0
- Second one is at position 33 and is RGB(0, 0, 255)
- Third one is at position 67 and is RGB(0, 255, 255)
- Fourth one is full white at position 100
This totals 766 different height values retrieved using R+G+B (0 to 255+255+255). What should I do to use the full 16 millions colors?
With my current gradient ramp I cannot use the whole RGB value (i.e. a 24 bits integer, 0 - 16,777,215). I have to separate channels into 8 bits integers (0-255), because with 24 bits a higher value is not necessarily representing a higher height. That's due to the way my gradient is made, and I couldn't find better than what I use.
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Apr 23, 2012
Basically I want to create a heightmap from a colormap (a game texture). Heightmaps are used by my shader to add additional detail to surfaces (see herefor a such a surface). This technique is called Relief Bump Mapping and produces pretty cool result if the shader gets a decent heightmap.
My problem is that I only have colormaps and want to create the heightmaps in Paint.Net. So far I simply played around with the contrast and and brightness of the picture, but the results are not perfect...
I uploaded some scaled down pictures which illustrate my problem a bit better:
This is my colormap texture:
If I am using my technique (changing contrasts and brightness) I don't get good results.
The red parts show the most problematic zones of the heightmaps. Since black means no height and white means height, these regions don't contain any height informations...I already thought about using a edgre filter, but the built in one doesn't seem to be very good.
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Jul 23, 2007
I'm trying to simulate water in a community game I am building. I need to create a good number of frames to test one method, but I don't know how to go about it. Since these would be height (bump) maps, color is really not necessary. Basically, I need to create frame by frame to simulate water. The game engine will actually paste them together to form the animation.
The problem is I just don't know how I can go about creating the ripples frame by frame. I'd probably like to try to make 50 frames or so. I know about the ripple filters, but how would I use them to create a series of frames?
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May 17, 2012
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Mar 21, 2013
When using "distributed maps" in DBR the slave machines cannot find the maps?
before rendering the max file was collected to
I:xxxyyyzzzVISUAL_DESIGN5.DUMPAGE
The I: is a server so all computers refer to the same location
Why aren't the slaves finding the maps?
Intel 7 - 2.8Ghz
NVidia Quadro 4000 2Gb GDDR5
8Gb RAM
3D Studio Max Design 2013 x64
Windows 7 x64
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Oct 6, 2011
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Feb 28, 2011
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for example :
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if i enter 201 valuse to 2nd tag then 1 st tag has to change as 100x100
if i enter 501 valuse to 2nd tag then 1 st tag has to change as 150x510
I attached a jpg file for explain much better
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Here's a screen shot....
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Apr 20, 2012
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i have CS3 Production Premium installed.
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Sep 8, 2011
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How can I display all the maps used in the scene ?
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