The entire workflow:
- Part 1: Download elevation data as an image, preparations (editing)
- Part 2: Generate a terrain from texture (WorldMachine)
- Part 3: Modify the terrain in WorldMachine
- Part 4: Generate the additional textures from the modified terrain in Substance Painter/Substance Designer
- Part 5: Create the scene in Maya/Arnold
Part 1:
Download elevation data as an image, preparations (editing)
- You can download data as images (16 bit/channel GeoTIFF file) here:
https://gdex.cr.usgs.gov/gdex/ - You have to register via the log in button (NASA Earthdata)
- Select the area you like (Define Rectangular Area) -> click the download button
- Select the format and usage
- You’ll get a preview and some really important data
- write down all the data. It’s important!
I usually just create a print screen 🙂
- write down all the data. It’s important!
- About the texture:
- You can open the image in almost any image editing software
(I recommend Affinity Photo. In Photoshop you don’t get accurate grayscale values. Really strange.) - Each greyscale value equals 1 m elevation (above the see level)
- 1 pixel = approximately 30 m (at the equator!)
- You can open the image in almost any image editing software
- Usually the texture came with an unnecessary one pixel wide (or one pixel high) pixel-column (or row) at the edge of the image
- Crop the image to resolve that issue
Two simple way to use it
- You can use that image directly in Maya after some exposure correction
(You cannot use the file node’s exposure attribute inside Maya 😦 )- In the image editing software:
Add an exposure adjustment layer and set the value to get a nice looking texture - Use the histogram to avoid cilpping
- Use the Save As… (in Affinity: Export…) command to preserve the original image
- In the image editing software:
Version 1: Texture Deformer
- Create a polyplane with high subdivision values
- Set the size (don’t forget: 1 unit is 1 cm)
- Add a Texture Deformer to it
- Connect the texture
- Set to Raw (file node)
- Turn off Wrap U and Wrap V (place2dTexture node)
- Set the Strength value (textureDeformer node) – it depends on the actual size of the polyplane and on the texture itself
- You may have to adjust the Offset value
- Usually you have to edit the UVs a bit. In the UV Editor execute a Layout command with Tile Padding = 1 px
Version 2: Dispalcement
- Connect the texture to the shader’s SG (shadingEngine) node via a displacement shader
- Activate the displacement preview in Viewport 2.0
ALT+3 - In the mesh node you have to set the Subdivision level. (Arnold section -> Subdivision ->Iterations). Set the type. Don’t forget, you already have some subdiv level (the default is 2) with the Alt+3 preview.
Displacement preview + Arnold’s subdiv level = total subdiv level - Set the displacement Scale as you like it
- You may have to adjust the Bounds Padding attribute
- The displacement preview is accurate only if you use true 16 or 32 bit/channel grayscale images as displacement texture
To be continued…
Cheers, D
p. s.
Here is the Tissot’s indicatrix for texture scale corrections:
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