Paint.NET :: Creating Height / Parallax Maps?

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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Corel PHOTO-PAINT X5 :: Creating Bump Maps For MS Flight Simulator X

Apr 2, 2012

Ideally I would like to use the nVidia normal map filter plugin - it's for Photoshop, and although, apparently, you can use some photoshop plugins, this one does not seem to work.

First question - is there a way to use the nVidia plugin?

Next - is there a Corel way?

I have created my own greyscale heightmap images and I can export red channel for alpha. Then I flood fill the red channel black and the blue channel white and export the RGB as the colour part. Creating a dds image gives me a pseudo bumpmap

BUT

Whenever I use this kind of bumpmap I get the effect I want on the aircraft models, but for some reason, "my" bumpmaps seem to remove the polygon smoothing of the 3D models so that when I "fly" the aircraft, I actually see the polygons instead of the smotthed mdl surface.This photbucket link shows what I mean.

The left hand image shows the original bumpmap on the original model. The next image shows modified artwork on the same model. Then I have change to a "D-i-Y" bumpmap and the last two show that although the desired bumps are there, I now have the wireframe polygons visible.

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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
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- Third one is at position 67 and is RGB(0, 255, 255)
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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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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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Jun 28, 2008

After just reading all 146 messages in the topic, "No more ImageReady in CS3 - VERY FRUSTRATING", I am seriously bummed, but left with unanswered questions.

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and area tags.

Photoshop 7 (my last version) could do this simple, useful task. My Photoshop CS3 "upgrade" cannot.

creates simple map & area image maps -- or perhaps an add-in or standalone? Something other than a $300 piece of otherwise useless (for my purposes) bloatware.

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Oct 25, 2013

I've been using Blender a lot recently, and, not wanting to front the money to buy a Normal Map generation program or (oh dear) use GIMP of all things, I decided to try creating a Normal Map in Paint.NET.
 
What is a Normal Map, you ask? Normal Maps are images that are used in conjunction with a texture to give the texture false 'depth', allowing, say, light to shine onto the bricks in a texture while not getting into the cracks between, or making light come from a specific side.
 
The original texture:
 
The normal map:

The result:
 
Not the best, as you can clearly see.
 
How could I make improvements? Is this even practical?

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Dec 4, 2009

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Photoshop :: Creating Terrain Grayscale Image From Height Field Contours

Jul 18, 2009

The starting point:
I have a JPG image of a battlefield wherein the height contours in feet are marked as faint lines (like a closed contour line for 390 feet, another for 420 feet, etc etc.)

The desired final product in Photoshop:
A grayscale RAW document that shows the height variations in gray tones.
Low lying troughs need to be darker and higher elevations need to be lighter.
See picture below for example:

I am ignoring the roads and other features in the battlefield.
All I am interested is the technique of converting the height contours into a smoothly varying grayscale image.

I am a complete Neanderthal when it comes to Photoshop. I do have a copy of Adobe Photoshop CS3 on my PC.
I have been toying around with the package on and off. But nothing useful has come out yet.

Now to my specific questions

*How do I bring in the height contours into Photoshop? I have tried the magnetic lasso tool and able to trace a height contour with good fidelity.
I am kind of stuck at this point. Do I save the selection to a new layer? Do I thus create one layer for each of the height contours?
Say one layer for the all the 390 feet contours, another layer for the 420 feet contours, one more for the 360 feet contours etc etc?

*Assume that I have somehow brought in all the height contours successfully into a new Photoshop document.
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The lowest height in the map is 300 feet and the highest areas are at 480 feet.
Thus the area enclosed by the 300 feet contour lines needs to be darkest (pitch black) and the area enclosed by the 480 feet contour lines needs to be lightest (pure white).
The areas in between need to go progressively from dark to light shade.
How do I achieve this?

*Assume that I have created now a PSD document that has these smoothly varying grayscales. How do I convert this to a RAW image?

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I have a *.png picture with a file size of 5.8 MB a height of 39920 pixels and a width of 1020pixels.

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This *.png picture can be displayed without problems with other viewers. So its a problem of PSP.

How can I let PSP load successfully this picture?

I have a memory of 4Gb and running WIn7 pro 64bit. So hardware shouldn't be a problem too.

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[URL]......

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[URL]..........

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