• Welcome to World Machine Community. Please login or sign up.
 
July 18, 2019, 04:26:56 pm

News:

Read the Development Diary for an inside look at World Machine's progress!


Bake POM Maps

Started by Insanto, October 25, 2008, 05:55:01 pm

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Insanto

My Feature request is a pretty simple one that could save many gamedevs a lot of time.
Tthe baking of Paralax Occlusion Maps

What you have to do for this is simple. Just bake the heightmap in 8 bits into the alphachannel of the NormalMap and output is as 32bit (tiff or tga or whatever)

Of course it's simple to do it per hand but it's also more timeConsuming

thx for consideration
c ya
Insanto

Insanto

October 29, 2008, 02:03:51 pm #1 Last Edit: October 29, 2008, 02:24:19 pm by Insanto
omg please ignore me i tried it with a bmp before.  :lol:
tiff works fine.

except the "surface texture" that map is flipped on the U axis when exporting as tif.  :shock:
edit: actually it's the heightmap output that is flipped :?

marmil

This post by GreaseMonkey might be of interest to you if you haven't already seen it.
http://forum.world-machine.com/index.php?topic=1014.0

Insanto

thx, the channels work fine for me.
the complete heightmap is flipped vertically i mean. ( in relation to the surface texture)

Quick Reply

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Verification:
Please leave this box empty:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:

Shortcuts: ALT+S save/post or ALT+P preview