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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

You're reading from   Grome Terrain Modeling with Ogre3D, UDK, and Unity3D Create massive terrains and export them to the most popular game engines

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Product type Paperback
Published in Feb 2013
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ISBN-13 9781849699396
Length 162 pages
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Richard A. Hawley Richard A. Hawley
Author Profile Icon Richard A. Hawley
Richard A. Hawley
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Example – the Heightmap layer stack


We can make use of the Heightmap layer stack to composite different effects, adding Fractal Mountains to one layer, hand painting a river basin in another. For Volcano Island we can add the signature volcano to a separate layer and keep it separate.

To illustrate how these layers interact here's a quick exercise:

  1. Start with an empty project and a single zone. Make a total of three Heightmap layers in the layer stack.

  2. Assign the selected zone to each of the three layers by right-clicking on each layer and choosing Assign to selection.

Rename the layers by right-clicking and choosing Edit label. Name each layer something like the following:

  • Base (will contain our empty heightmap)

  • Fractal (contains procedural content)

  • Brush (hand-painted elements)

Now make sure that only the top layer Brush is "armed" for drawing because we're going to use a Heightmap Brush to paint directly onto the zone. If we had all three with red-dot arm icons then our brush would write to...

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