Also anyone know if they have planned to have elevation work on custom meshes or a return to the old heightmap methods as i would like to apply heightmaps to spheres and models also??
yes, the heightmapModifier will be restored. Fabrice On Jun 15, 2011, at 11:09 AM, rhys thomas wrote: > ah yeh, well the ram usage seems okay on mine but may be caused by the fact > im computing the perlin noise on the cpu instead of gpu because im not using > pixel blender. any help is appreciated? the discworld roundness is a little > smoke and mirrors trick, the heightmap is generated and then a black bitmap > with a circle removed from the center is placed over the top, this causes the > height of surrounding vertices to be 0. Also anyone know if they have planned > to have elevation work on custom meshes or a return to the old heightmap > methods as i would like to apply heightmaps to spheres and models also?? > > On Tue, Jun 14, 2011 at 7:25 PM, Choons <[email protected]> wrote: > they look good. I'm curious how you get that round shape in the > discworld example. The flag example appears to have a memory leak- my > ram usage jumps up every frame > > On Jun 14, 7:42 am, rhys thomas <[email protected]> wrote: > > Hi, > > here are two simple little elevation examples, one is just a mock up of a > > Discworld and another a sort of controllable flag, hope some people enjoy. I > > know there simple as hell and would like to start using pixel blender in > > order to create the perlin noise that generates the maps any help on this > > would be great? > > > > Examples: > > > > http://polygonprophecy.com/molehill/discworldV0/ > > > > http://polygonprophecy.com/molehill/heightMap/ >
