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Giliam

Member Since 22 Dec 2011
Offline Last Active Mar 07 2013 09:15 PM
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Posts I've Made

In Topic: Procedural noise shaders article and DL

01 July 2012 - 08:45 AM

That's a good question.
Different tools support/prefer different formats. That's why Scape can import from and export to a bunch of different formats:

8-bit (0 ... 255): BMP, PGM, PNG, TGA, TIFF, RAW
16-bit integers (0 ... 65536): BMP (using Unreal's color encoding scheme), PGM, PNG, TIFF, RAW
32-bit integers (0 ... 4294967296): TIFF
32-bit floats (0.0 ... 1.0): TIFF, RAW

In Topic: Procedural noise shaders article and DL

30 June 2012 - 09:16 PM

Hi Alienizer.
No, not directly, but it can export the heightfield as greyscale image, which can probably be used in your favorite modelling tool (blender, max, maya, ...) to displace a plane and just export it from there instead.

Although the feature could be added to Scape, i'd image it wouldn't be used that often, as modelling tools are often just as happy to work with heightfield images, and most game engine require a heightmap input image (instead of mesh) for their terrain system anyway, as they generate the terrain mesh on the fly (based on the exported image) for performance reasons (lod, bandwidth, culling, ...).

In Topic: Procedural noise shaders article and DL

30 June 2012 - 10:31 AM

For those who are interested: I just released the free binary and all of the source code for Scape at www.decarpentier.nl/scape.

Posted Image

Enjoy!
Giliam