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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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.

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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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