planet surface landmasses => RGBA texture => Blueprint and Material
Hello odd_enough
The source data for the material and blueprint is a single RGBA texture
The Texture RGB contains the masks for Deserts Cities and Riverbeds.
The Alpha canal contains a height map, this height map is analyzed in the material and utilized to build up the distribution masks for the textures and shading settings.
I created the source texture in Photoshop and I did write a Planet height map creation filter in Filter Forge. But since it is just a simple map it can be crated in lots of different ways. It just has to scale from 0 to 256 and the water level and land distribution can be configured in real-time in the per instance blueprint settings like all parameters of the setup.

I did also do some tests with generating the height map part with some random noise and filtering in materials and it did work ok but not as perfect since the amount of artist input has been limited this way to the control of parameters.
Originally posted by odd_enough
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The source data for the material and blueprint is a single RGBA texture
The Texture RGB contains the masks for Deserts Cities and Riverbeds.
The Alpha canal contains a height map, this height map is analyzed in the material and utilized to build up the distribution masks for the textures and shading settings.
I created the source texture in Photoshop and I did write a Planet height map creation filter in Filter Forge. But since it is just a simple map it can be crated in lots of different ways. It just has to scale from 0 to 256 and the water level and land distribution can be configured in real-time in the per instance blueprint settings like all parameters of the setup.
I did also do some tests with generating the height map part with some random noise and filtering in materials and it did work ok but not as perfect since the amount of artist input has been limited this way to the control of parameters.
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