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/
> 

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