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#heightmap — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #heightmap, aggregated by home.social.

  1. Does anyone know of a tool to edit a #HeightMap?

    I've taken a look at #Avoyd (from @juulcat and @dougbinks). Looks like a great tool, strong point is it's a #voxel editor, so not limited to heightmap, and can render huge terrains, but maybe not very practical for sculpting/painting height on terrain (or maybe I don't know how to use it correctly ?)

    Other than that, there are generic image editors of course (such as Gimp). But not very practical either.

  2. Does anyone know of a tool to edit a #HeightMap?

    I've taken a look at #Avoyd (from @juulcat and @dougbinks). Looks like a great tool, strong point is it's a #voxel editor, so not limited to heightmap, and can render huge terrains, but maybe not very practical for sculpting/painting height on terrain (or maybe I don't know how to use it correctly ?)

    Other than that, there are generic image editors of course (such as Gimp). But not very practical either.

  3. Does anyone know of a tool to edit a #HeightMap?

    I've taken a look at #Avoyd (from @juulcat and @dougbinks). Looks like a great tool, strong point is it's a #voxel editor, so not limited to heightmap, and can render huge terrains, but maybe not very practical for sculpting/painting height on terrain (or maybe I don't know how to use it correctly ?)

    Other than that, there are generic image editors of course (such as Gimp). But not very practical either.

  4. Does anyone know of a tool to edit a #HeightMap?

    I've taken a look at #Avoyd (from @juulcat and @dougbinks). Looks like a great tool, strong point is it's a #voxel editor, so not limited to heightmap, and can render huge terrains, but maybe not very practical for sculpting/painting height on terrain (or maybe I don't know how to use it correctly ?)

    Other than that, there are generic image editors of course (such as Gimp). But not very practical either.

  5. Does anyone know of a tool to edit a #HeightMap?

    I've taken a look at #Avoyd (from @juulcat and @dougbinks). Looks like a great tool, strong point is it's a #voxel editor, so not limited to heightmap, and can render huge terrains, but maybe not very practical for sculpting/painting height on terrain (or maybe I don't know how to use it correctly ?)

    Other than that, there are generic image editors of course (such as Gimp). But not very practical either.

  6. Anyone out there successfully use GIMP to make heightmaps out of multiple layers? I have been trying to combine layers in a greyscale image, and in a 0-100 scale I'm getting bizarre math.

    Like a 25% grey + 30% grey = 36% grey. Or 25 * 30 = 0. Or even bucket a 25 grey into an area then eyedropper it and it's 23. Or 29. And 30 = 50.3.

    WTF. I just want additive greys in a predictable scale/sequence. Can GIMP not do that?

    1/2

    #gamedev #gimp #heightmap #blender

  7. Anyone out there successfully use GIMP to make heightmaps out of multiple layers? I have been trying to combine layers in a greyscale image, and in a 0-100 scale I'm getting bizarre math.

    Like a 25% grey + 30% grey = 36% grey. Or 25 * 30 = 0. Or even bucket a 25 grey into an area then eyedropper it and it's 23. Or 29. And 30 = 50.3.

    WTF. I just want additive greys in a predictable scale/sequence. Can GIMP not do that?

    1/2

    #gamedev #gimp #heightmap #blender

  8. Anyone out there successfully use GIMP to make heightmaps out of multiple layers? I have been trying to combine layers in a greyscale image, and in a 0-100 scale I'm getting bizarre math.

    Like a 25% grey + 30% grey = 36% grey. Or 25 * 30 = 0. Or even bucket a 25 grey into an area then eyedropper it and it's 23. Or 29. And 30 = 50.3.

    WTF. I just want additive greys in a predictable scale/sequence. Can GIMP not do that?

    1/2

    #gamedev #gimp #heightmap #blender

  9. Mind the gap.

    Parallel heightmap import into a deduplicated sparse octree (DAG style SVO) going well here. Nothing to see here, carry on, but please mind the gap.

    #InterestingButWrong #Render #Voxels #HeightMap #Avoyd

  10. Working on importing 16bit heightmaps in Avoyd. Initial implemention done, can produce some nice looking results. Image below shows a heightmap of Kauai from manticorp.github.io/unrealheig imported and rendered in Avoyd.

    #voxel #heightmap #Avoyd #render

  11. #HowToThing #024 — 2.5D hidden line DEM heightmap visualization featuring: image pre-filtering (customizable gaussian blur), bicubic subpixel image sampling, timesliced geometry generation and hidden line clipping, canvas drawing & SVG export from the same source geometry etc. All in ~85 lines of code (rest is comments & imports)

    For the #GIS crowd: The attached images are of DEMs sourced from USGS (earthexplorer.usgs.gov/) and are showing regions near/around two of my fave mountains[1]: Mt St. Helens (WA), Mt. Jefferson (OR), plus Amargosa Valley (NV) north-east of Death Valley

    Demo:
    demo.thi.ng/umbrella/geom-terr

    Source code:
    github.com/thi-ng/umbrella/tre

    If you have any questions about this topic or packages used here, please reply here or use the discussion forum (or issue tracker):

    github.com/thi-ng/umbrella/dis

    I hope this (and other parts) of this ongoing #HowToThing series are interesting & educational. If so, please consider boosting to increase reach and/or supporting my #OpenSource work via GitHub or Patreon. Thank you very much in advance!

    github.com/sponsors/postspecta
    patreon.com/thing_umbrella

    #ThingUmbrella #GIS #DEM #Heightmap #DataViz #ImageProcessing #SVG #Geometry #GenerativeArt #TypeScript #JavaScript #Tutorial

    [1] cc/ @andrewbriscoe: "your" mountains too...

  12. Anybody have pointers to anything about procedural generation and combating floating-point inaccuracy? I'm playing with pretty standard fbm() and I'm seeing artifacts not very far from the origin because I'm zoomed in too much 😕

    #procedural #graphics #heightmap #raymarching #demoscene

  13. Mind the gap.

    Parallel heightmap import into a deduplicated sparse octree (DAG style SVO) going well here. Nothing to see here, carry on, but please mind the gap.

    #InterestingButWrong #Render #Voxels #HeightMap #Avoyd

  14. Mind the gap.

    Parallel heightmap import into a deduplicated sparse octree (DAG style SVO) going well here. Nothing to see here, carry on, but please mind the gap.

    #InterestingButWrong #Render #Voxels #HeightMap #Avoyd

  15. Mind the gap.

    Parallel heightmap import into a deduplicated sparse octree (DAG style SVO) going well here. Nothing to see here, carry on, but please mind the gap.

    #InterestingButWrong #Render #Voxels #HeightMap #Avoyd

  16. Mind the gap.

    Parallel heightmap import into a deduplicated sparse octree (DAG style SVO) going well here. Nothing to see here, carry on, but please mind the gap.

    #InterestingButWrong #Render #Voxels #HeightMap #Avoyd

  17. Working on importing 16bit heightmaps in Avoyd. Initial implemention done, can produce some nice looking results. Image below shows a heightmap of Kauai from manticorp.github.io/unrealheig imported and rendered in Avoyd.

    #voxel #heightmap #Avoyd #render

  18. Working on importing 16bit heightmaps in Avoyd. Initial implemention done, can produce some nice looking results. Image below shows a heightmap of Kauai from manticorp.github.io/unrealheig imported and rendered in Avoyd.

    #voxel #heightmap #Avoyd #render

  19. Working on importing 16bit heightmaps in Avoyd. Initial implemention done, can produce some nice looking results. Image below shows a heightmap of Kauai from manticorp.github.io/unrealheig imported and rendered in Avoyd.

    #voxel #heightmap #Avoyd #render

  20. Working on importing 16bit heightmaps in Avoyd. Initial implemention done, can produce some nice looking results. Image below shows a heightmap of Kauai from manticorp.github.io/unrealheig imported and rendered in Avoyd.

    #voxel #heightmap #Avoyd #render

  21. Been having fun figuring out how to write a shader for a editor. Grid lines, grass, water, some twinkling wave highlights, waves on the shores. Lygia is a lifesaver for noise sources github.com/patriciogonzalezviv

  22. #HowToThing #024 — 2.5D hidden line DEM heightmap visualization featuring: image pre-filtering (customizable gaussian blur), bicubic subpixel image sampling, timesliced geometry generation and hidden line clipping, canvas drawing & SVG export from the same source geometry etc. All in ~85 lines of code (rest is comments & imports)

    For the #GIS crowd: The attached images are of DEMs sourced from USGS (earthexplorer.usgs.gov/) and are showing regions near/around two of my fave mountains[1]: Mt St. Helens (WA), Mt. Jefferson (OR), plus Amargosa Valley (NV) north-east of Death Valley

    Demo:
    demo.thi.ng/umbrella/geom-terr

    Source code:
    github.com/thi-ng/umbrella/tre

    If you have any questions about this topic or packages used here, please reply here or use the discussion forum (or issue tracker):

    github.com/thi-ng/umbrella/dis

    I hope this (and other parts) of this ongoing #HowToThing series are interesting & educational. If so, please consider boosting to increase reach and/or supporting my #OpenSource work via GitHub or Patreon. Thank you very much in advance!

    github.com/sponsors/postspecta
    patreon.com/thing_umbrella

    #ThingUmbrella #GIS #DEM #Heightmap #DataViz #ImageProcessing #SVG #Geometry #GenerativeArt #TypeScript #JavaScript #Tutorial

    [1] cc/ @andrewbriscoe: "your" mountains too...

  23. #HowToThing #024 — 2.5D hidden line DEM heightmap visualization featuring: image pre-filtering (customizable gaussian blur), bicubic subpixel image sampling, timesliced geometry generation and hidden line clipping, canvas drawing & SVG export from the same source geometry etc. All in ~85 lines of code (rest is comments & imports)

    For the #GIS crowd: The attached images are of DEMs sourced from USGS (earthexplorer.usgs.gov/) and are showing regions near/around two of my fave mountains[1]: Mt St. Helens (WA), Mt. Jefferson (OR), plus Amargosa Valley (NV) north-east of Death Valley

    Demo:
    demo.thi.ng/umbrella/geom-terr

    Source code:
    github.com/thi-ng/umbrella/tre

    If you have any questions about this topic or packages used here, please reply here or use the discussion forum (or issue tracker):

    github.com/thi-ng/umbrella/dis

    I hope this (and other parts) of this ongoing #HowToThing series are interesting & educational. If so, please consider boosting to increase reach and/or supporting my #OpenSource work via GitHub or Patreon. Thank you very much in advance!

    github.com/sponsors/postspecta
    patreon.com/thing_umbrella

    #ThingUmbrella #GIS #DEM #Heightmap #DataViz #ImageProcessing #SVG #Geometry #GenerativeArt #TypeScript #JavaScript #Tutorial

    [1] cc/ @andrewbriscoe: "your" mountains too...

  24. #HowToThing #024 — 2.5D hidden line DEM heightmap visualization featuring: image pre-filtering (customizable gaussian blur), bicubic subpixel image sampling, timesliced geometry generation and hidden line clipping, canvas drawing & SVG export from the same source geometry etc. All in ~85 lines of code (rest is comments & imports)

    For the #GIS crowd: The attached images are of DEMs sourced from USGS (earthexplorer.usgs.gov/) and are showing regions near/around two of my fave mountains[1]: Mt St. Helens (WA), Mt. Jefferson (OR), plus Amargosa Valley (NV) north-east of Death Valley

    Demo:
    demo.thi.ng/umbrella/geom-terr

    Source code:
    github.com/thi-ng/umbrella/tre

    If you have any questions about this topic or packages used here, please reply here or use the discussion forum (or issue tracker):

    github.com/thi-ng/umbrella/dis

    I hope this (and other parts) of this ongoing #HowToThing series are interesting & educational. If so, please consider boosting to increase reach and/or supporting my #OpenSource work via GitHub or Patreon. Thank you very much in advance!

    github.com/sponsors/postspecta
    patreon.com/thing_umbrella

    #ThingUmbrella #GIS #DEM #Heightmap #DataViz #ImageProcessing #SVG #Geometry #GenerativeArt #TypeScript #JavaScript #Tutorial

    [1] cc/ @andrewbriscoe: "your" mountains too...

  25. #HowToThing #024 — 2.5D hidden line DEM heightmap visualization featuring: image pre-filtering (customizable gaussian blur), bicubic subpixel image sampling, timesliced geometry generation and hidden line clipping, canvas drawing & SVG export from the same source geometry etc. All in ~85 lines of code (rest is comments & imports)

    For the #GIS crowd: The attached images are of DEMs sourced from USGS (earthexplorer.usgs.gov/) and are showing regions near/around two of my fave mountains[1]: Mt St. Helens (WA), Mt. Jefferson (OR), plus Amargosa Valley (NV) north-east of Death Valley

    Demo:
    demo.thi.ng/umbrella/geom-terr

    Source code:
    github.com/thi-ng/umbrella/tre

    If you have any questions about this topic or packages used here, please reply here or use the discussion forum (or issue tracker):

    github.com/thi-ng/umbrella/dis

    I hope this (and other parts) of this ongoing #HowToThing series are interesting & educational. If so, please consider boosting to increase reach and/or supporting my #OpenSource work via GitHub or Patreon. Thank you very much in advance!

    github.com/sponsors/postspecta
    patreon.com/thing_umbrella

    #ThingUmbrella #GIS #DEM #Heightmap #DataViz #ImageProcessing #SVG #Geometry #GenerativeArt #TypeScript #JavaScript #Tutorial

    [1] cc/ @andrewbriscoe: "your" mountains too...

  26. Anybody have pointers to anything about procedural generation and combating floating-point inaccuracy? I'm playing with pretty standard fbm() and I'm seeing artifacts not very far from the origin because I'm zoomed in too much 😕

    #procedural #graphics #heightmap #raymarching #demoscene

  27. Anybody have pointers to anything about procedural generation and combating floating-point inaccuracy? I'm playing with pretty standard fbm() and I'm seeing artifacts not very far from the origin because I'm zoomed in too much 😕

    #procedural #graphics #heightmap #raymarching #demoscene

  28. Anybody have pointers to anything about procedural generation and combating floating-point inaccuracy? I'm playing with pretty standard fbm() and I'm seeing artifacts not very far from the origin because I'm zoomed in too much 😕

    #procedural #graphics #heightmap #raymarching #demoscene

  29. Anybody have pointers to anything about procedural generation and combating floating-point inaccuracy? I'm playing with pretty standard fbm() and I'm seeing artifacts not very far from the origin because I'm zoomed in too much 😕

    #procedural #graphics #heightmap #raymarching #demoscene