What do I need to do to round the edges between elevations of a heightmap?
because my heightmap is full of rectangular structures
Do you have a screenshot of what it looks like, and your heightmap image?
It is probably your heightmap introducing them.
Yes…look the images
My Heightmap
My render Heightmap
I want to stay as the heightmap
leave the terrain as smooth?
In your picture there you are really close to the terrain and are seeing the individual polygons, and they are reflecting what is in the heightmap. You can try blurring the heightmap some more to smooth it out. You can also scale the height to reduce the sharpness effect.
There isn’t a smooth tool in Jmp yet, hopefully someone can make one soon to be added in (it wouldn’t be that hard to do). It’s on my plate to make, but I haven’t had an ounce of time in several months to improve the editor.
i remember seeing @Iceczd make some smoothing code for use with heightmap data in this post:
terrain-smoothing-code
maybe this could be made into a tool for jMP?
…or maybe used as a smoothing “brush” in the terrain editor like Momoko Fan suggested in that post?
Decoy said:
i remember seeing @Icecz make some smoothing code for use with heightmap data in this post:
terrain-smoothing-code/
maybe this could be made into a tool for jMP?
...or maybe used as a smoothing "brush" in the terrain editor like Momoko Fan suggested in that post?
oh cool I didn't see that. I will see about adding it in as a tool soon.
jimdavis10 said:
then smooth surfaces are not made in Jmonkey??
jmonkey the official video on youtube has a way to raise the ground softened.
If you give it a bumpy heightmap you will get a bumpy terrain.
The heightmaps used in the examples are smooth, so you don't see sharp points. Your heightmap has some sharp areas, or pixels next to each other that are the exact same shade, hence a level-looking section of terrain.
Try scaling the height down when you create the terrain.
terrain.setLocalScale(1,0.25f,1);
@ Sploreg, I have detailed the most degrading, until I changed the editor to edit that
images, and it only made my leave more rough terrain and sharp …
Unfortunately …
But later I will try what you said …
thanks
I stopped by today with programming, here in Brazil it is getting late, but
back tomorrow with some questions.
until tomorrow friends.
Good Night
I will be here to answer them
cheers
/ thats why i love this community. jME-4-ever!
I came back ^ ^.
I applied setLocalScale really smooths out the terrain, but it seems that the Physics properties are restricted only to the original heightmap.
But I see that applying a technique equal to the official video from youtube solve my problem because it is perceived that there is elevated terrain so understated. Could you teach me how to do that?
- Note: Remember that I’m trying to create a game for direct access to your browser, so I need very light and beautiful maps (smoothed)!
I find using a Gaussian blur in your image editor and then scaling it in the engine helps. The second tip comes from the tut on heightmap terrains on this website.
Yes! I changed the setlocalscale again and really worked!! = D…
But what I do for my CapsuleCollisionShape conflict with the new
terrain? because it seems that it is colliding with the heightmap without
smoothing, a heightmap invisible.
oh interesting. This is probably a bug. I will look into it today.
ok I’ve been playing with it and the physics shapes seem fine when I scale the terrain in any way.
The test I am playing with is TerrainTestCollision; can you check your code and match it with that test case and see what the difference might be?
are you scaling your terrain down after you create the collisionshape for it?
you want your collisionshape to be based off of the scaled version.
@Decoy
Your Sugestion really Work!
Thank you!
Hmmm, after hours and tutorials remembered, I finely found a solution to the
My problem (I think).
Check if this is the function that makes the terrain more smoothed.
[java]matRock.setBoolean(“useTriPlanarMapping”, false);
matRock.setBoolean(“WardIso”, true);[/java]
is it?
nope, those modify the material on the terrain, not the geometry.
ward_iso is the lighting technique, and tri-planar mapping renders the textures on all three axes, instead of just the one axis.
I Fail again…
Mas, não vou perder as esperanças!
But I will not lose hope!