Volumes
Height fields
Section titled “Height fields”From Height Fields to COPs and back
Section titled “From Height Fields to COPs and back”Document here how to go from the two context, the quirks and
Basics
Section titled “Basics”Hfs are 2d volumes!! Texturing Landscapes for Games
Delete all fields except height and masks
Section titled “Delete all fields except height and masks”Using a delete node, in the grp expression write:
// Run as a group filter^@name=mask ^@name=height
Sample a heightfield mask
Section titled “Sample a heightfield mask”Heightfields have an internal height, make sure to have the heightfield at the origin
//run over points// input 0: points// input 1: heightfield// Heightfield = 0vector local_pos = set(@P.x, 0, @P.z);float mask = volumesample(1, 'mask', local_pos);@Cd = set(0,0,mask);f@masked = mask;
Export a heightfield from mapbox to gaea
Section titled “Export a heightfield from mapbox to gaea”Reset to origin
// run over a hf wrangle, with grp: @name=heightvector bbox = getbbox_min(0);float min = bbox.y;@height -= min;
//Run over detailvector size = getbbox_size(0);f@height_factor = size.y/(size.x/2);
as expression on a Heightfield output node/To Range, high bound :
detail("../set_detail/", "height_factor", 0)
This is used to export the heightmap texture to gaea with the correct scaling factor