Blender
- Create a new A.N.T. Landscape (install the A.N.T. addon if not already done so) and set
- Mesh Size to 128x128, and
- Subdivision to 129x129 (NOTE: subdivision must always be 1 higher)
- this value is the resolution (power of 2 + 1)
- While in
Object Mode
, open theBMesh Map
-tools-tab,- clicking on
Get Status
gives you feedback on your Mesh: check your resolution and copy your min and max height values, - specify the location and filename to save to
- choose your bit-depth
- 32-bit (best results)
- 24-bit (good results)
- 16-bit (potentially bad results)
- choose your endianness (default: little)
- click
Export
and you get your mesh as a heightmap file (.raw
)
- clicking on
- Done
Godot
In Godot, with Zylann's Heightmap Plugin, you import your .raw
file like .png
, .exr
, etc.
Import settings
- Bit depth and Raw Endianess: The ones you chose on your export
- for Godot 3.x:
- only supports 16-bit raw file
Min Height
+Max Height
: take them from the Add-on Panel in Blender, seeMin-Max
.
Enjoy the beautiful export!