Volumes
Height fields
From Height Fields to COPs and back
Document here how to go from the two context, the quirks and
Basics
Hfs are 2d volumes!! Texturing Landscapes for Games
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
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
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