Jump to content

Search the Community

Showing results for tags 'heightmap'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Affinity Support
    • News and Information
    • Affinity Support & Questions
    • Feature Requests, Suggestions & Discussions
  • Learn and Share
    • Tutorials (Serif and Customer Created Tutorials)
    • Share your work
    • Resources
  • Bug Reporting
    • Report a Bug in Affinity Designer
    • Report a Bug in Affinity Photo
    • Report a Bug in Affinity Publisher
    • (Pre 1.7) Affinity Range Bugs Forums
  • Beta Software Forums
    • Affinity Designer Beta Forums
    • Affinity Photo Beta Forums
    • Affinity Publisher Beta Forums

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 2 results

  1. The screen shot shows a roughly created height map in Affinity Designer's Pixel Persona[] using the Paint Brush tool[] and using grey scale values[] and how it is used in generating a 3D Terrain in Blender by applying this height map Image as a 'Displace'[] modifier on a Grid []Mesh Surface. For smoothness, i have applied a 'Subdivision Surface'[] modifier. Modifiers in 3D Modelling tools help modify an object's geometry. They can be accessed in the Tabs on the right side[] and have a 'wrench icon'[] . Just click the 'Add Modifier'[] dropdown to add the modifiers mentioned above. Notice, if you apply these modifiers by clicking the 'apply' button it will apply the effect and remove the modifier from stack of modifiers applied. If you want fine tune control over these without removing them from the stack of modifiers,don't apply them. [1] = Displace Modifier Added, [2] = Subdivision Surface Modifier Added [ >>>> [Source Files]] > The Height Map file in Affinity Designer has also been attached[File Name = Terrain_Height_Map.afdesign]. > The Blender Source File with the Height Map Applied has also been attached[File Name = Blender_File_with_Terrain_Created_Using_Height_map_from_Affinity_Designer.blend][Added on 27th February 2018] [ >>>> [Video File]] Here is a short video[around 3minutes and 26 seconds] that demonstrates the steps required:[Update: Added the Video on 26th February 2018] Blender can be downloaded from the following link: https://www.blender.org/ [ >>>> [Exercise]][Added on 27th February 2018] As an Extra Exercise,apply these concepts by making use of Real Terrain Height Maps[that contain Real World Elevation Data] generated by the following website for your own country or city: https://terrain.party/ Just search your city or country and press the Export Button[] to export a zip file that contains the height maps for the searched area. Extract the zip file and apply it to your own blender files. Notice how the grey scale values are used based on Real World Elevation data. Here is a sample of a terrain i generated using the Height Maps generated by this website: Happy Learning
  2. Hi all :) , So far Affinity Photo is impressive and quite useful for an 3D Artist. I decided to try my luck in making a heightmap/normalmap creation solution for it. It obviously needs some more work but it already gives passable enough results at least in the simple setup with Brush input vector support the more advanced setup: Shapes, Texts and Brush input are currently supported, inward/outward is available. there are two ways of adding shapes available; one which is piling them over each other and the other is mixing their height. You can therefore erase parts of brush work and shapes/Texts -vector data at the same time. Heightmaps are already useful but the Normalmaps in the more advanced Setup have a strong discoloration. next big steps are corrections and refining the output and creating macros for accelerating the workflow. greetings myclay
×