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Simple Workflow Example

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 the BMesh 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)
  • Done

Mesh in Blender

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, see Min-Max.

Imported map in Godot using Zylann's Heightmap Plugin

Enjoy the beautiful export!