iClone5 Heightmap Terrain Creation Process


https://forum.reallusion.com/Topic96358.aspx
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By Exchanger - 14 Years Ago
Here we finally put together the heightmap design process for whoever has the previous experience over Earth Sculptor.

http://www.reallusion.com/iclone/icnb_home.asp

Some Nice Features For The New Heightmap Terrain System

1. Large Terrain Size- around 9 times of iClone4 terrain size
2. Using multiple texture tiles instead one big texture image, save memory space
3. Much better rendering performance when LOD on (Ctrl-L)
4. Fast picking, easier to apply plantation (grass, tree), snap or walk on terrain, and terrain physics collision
5. Better self-cast shadow quality
6. Keep high texture detail in close view
7. keep high texture detail on vertical surface, such as cliffs
8. Future Terrain Expansion - connect height map terrains to form a bigger terrain; or endless terrain navigation


Here is the design procedure


1. Generate 3D Terrain from EarthSculpter, with map size 513x513



2. Export either OBJ or gray scale height map

You can use either obj or jpeg heightmap, we suggest you use obj for better detail

* Approach A: Load OBJ as the terrain mesh for iClone5 (smooth, higher detail)
* please don't turn on other settings, only "center on origin"



* Approach B: Load Height map (png, jpg, bmp) as the terrain for iclone5 - this can be easily edited by image editor


3. Use Earth Sculpter to create the color Mask file for 4 terrain textures

>>


4. Save map, you will see all related texture maps are created in the same map folder
- the xxx_d.png file is the mask file using RGB+Alpha to keep the 4 color channel information




5. Edit the INI file, please see the sample terrain file

download the sample from here
http://dl.dropbox.com/u/2471042/Forum/terrain-test.zip

6. Under iClone5 Terrain tab, press Alt-Shift-J to load Terrain defined in the INI file

===
Terrain Script in the INI file

Supported Image Formats: JPEG, PNG, BMP


[HeightMap]
file = "test.obj" ; file name for gray scale height map image or obj model
cell_unit = 100 ; 100 cm
height_scale = 50.0 ; relative scale, 50 = 1:1 to OBJ file
offset_x = -12800.0 ; no use
offset_y = -12800.0 ; no use
offset_z =0 ; 0 to align default height of iclone 0,0,0 world axis

[MaskMap]
file = "test_d.png" the mask file generated from EarthSculptor

[Material]
count = 4 ; total material number

[Material0]
diffuse_r = 1.0
diffuse_g = 1.0
diffuse_b = 1.0
specular_r = 0.0
specular_g = 0.0
specular_b = 0.0
ambient_r = 1.5
ambient_g = 1.5
ambient_b = 1.5
shininess = 0.5
shineStrength = 1.0

decal_uv_tile_x = 24.0 ;; color map tiling x
decal_uv_tile_y = 24.0 ;; color map tiling y
decal_uv_tile_z = 24.0 ;; color map tiling z for vertical surface, eg. cliff

decal_uv_offset_x = 0.0
decal_uv_offset_y = 0.0
decal_uv_offset_z = 0.0
decal_uv_rotate = 0

detail_uv_tile_x = 60.0 ;; detail map (blend map)
detail_uv_tile_y = 60.0
detail_uv_offset_x = 0.0
detail_uv_offset_y = 0.0
detail_uv_offset_z = 0.0
detail_uv_rotate = 0

bump_uv_tile_x = 10.0 ;; bump map
bump_uv_tile_y = 10.0
bump_uv_tile_z = 10.0
bump_uv_offset_x = 0.0
bump_uv_offset_y = 0.0

is_normal_bump = false ;; if using normal map, value = true
bump_map_weight = 0.5 ; same as iclone strength setting

decal_map = "shortGrass.png" ;;decal map = diffuse map or color map
bump_map="beehive001.jpg"
detail_map="stoneWall1_tileable_1024.jpg"

[Material1]
diffuse_r = 1.0
diffuse_g = 1.0
diffuse_b = 1.0

specular_r = 0.0
specular_g = 0.0
specular_b = 1.0 ;; you can see blue specular on brown sand

ambient_r = 1.5
ambient_g = 1.5
ambient_b = 1.5

shininess = 0.5
shineStrength = 1.0

decal_uv_tile_x = 12.0
decal_uv_tile_y = 12.0
decal_uv_tile_z = 12.0
decal_uv_offset_x = 0.0
decal_uv_offset_y = 0.0
decal_uv_rotate = 0
detail_uv_tile_x = 15.6842
detail_uv_tile_y = 15.6842
detail_uv_offset_x = 0.0
detail_uv_offset_y = 0.0
detail_uv_rotate = 0
bump_uv_tile_x = 1.0
bump_uv_tile_y = 1.0
bump_uv_tile_z = 1.0
bump_uv_offset_x = 0.0
bump_uv_offset_y = 0.0
decal_map = "brownsand.png"


[Material2]
diffuse_r = 1.0
diffuse_g = 1.0
diffuse_b = 1.0
specular_r = 0.0
specular_g = 0.0
specular_b = 0.0
ambient_r = 1.5
ambient_g = 1.5
ambient_b = 1.5
shininess = 0.5
shineStrength = 1.0
decal_uv_tile_x = 12.0
decal_uv_tile_y = 12.0
decal_uv_tile_z = 24.0
decal_uv_offset_x = 0.0
decal_uv_offset_y = 0.0
decal_uv_rotate = 0
detail_uv_tile_x = 15.6842
detail_uv_tile_y = 15.6842
detail_uv_offset_x = 0.0
detail_uv_offset_y = 0.0
detail_uv_rotate = 0
bump_uv_tile_x = 3.0
bump_uv_tile_y = 3.0
bump_uv_tile_z = 3.0
bump_uv_offset_x = 0.0
bump_uv_offset_y = 0.0
decal_map = "bigRockFace.png"

[Material3]
diffuse_r = 1.0
diffuse_g = 1.0
diffuse_b = 1.0
specular_r = 0.0
specular_g = 0.0
specular_b = 0.0
ambient_r = 1.5
ambient_g = 1.5
ambient_b = 1.5
shininess = 0.5
shineStrength = 1.0
decal_uv_tile_x = 12.0
decal_uv_tile_y = 12.0
decal_uv_tile_z = 12.0
decal_uv_offset_x = 0.0
decal_uv_offset_y = 0.0
decal_uv_rotate = 0
detail_uv_tile_x = 15.6842
detail_uv_tile_y = 15.6842
detail_uv_offset_x = 0.0
detail_uv_offset_y = 0.0
detail_uv_rotate = 0
bump_uv_tile_x = 1.0
bump_uv_tile_y = 1.0
bump_uv_tile_z = 3.0
bump_uv_offset_x = 0.0
bump_uv_offset_y = 0.0
decal_map = "orangesand.png"

*sample project in iclone5


*sample project in Earth Sculptor


By animagic - 14 Years Ago
Thanks for that. I have Earth Sculptor and wondered if it would still be useful with iClone 5.
By Sen - 14 Years Ago
thanks for detailled .
By Exchanger - 14 Years Ago
Hi! All, I have made some revision over the heightmap terrain guide. Please use Alt-Shift-J to load the terrain ini instead of using Alt-Shift-S, sorry for the error.
By BodhaGuru - 13 Years Ago
Hi,

We followed all the steps given in the posting. However, when we do step 4) about "Save map", we are not getting the related texture maps nor the INI file.

We are getting the xxx_c.png and xxx_d.png file.

What we may be missing? Please help

We are using EarthSculptor1.11 and iClone 5.13.

With Regards,
Samir Jain
By Exchanger - 13 Years Ago
Are you using the "Detail" tool as described in step 3 to create the color mask file? In addition, you need to manually create the INI file, or modify ini from other maps.

Please let me know whether it works now for you. :)
By Exchanger - 13 Years Ago
Are you using the "Detail" tool as described in step 3 to create the color mask file? In addition, you need to manually create the INI file, or modify from the ini from other maps.

Please let me know whether it works now for you. :)
By tripfreak - 13 Years Ago
Thank you very much for this "ini"formation ! :cool:

Best

tripfreak :)

By vidi - 13 Years Ago


Any Idea what is my mistake?
By BodhaGuru - 13 Years Ago
@Exchanger

Thanks for your reply. We were missing the INI file as we were thinking the INI file will get created as part of Save map step. After your last post, we took the INI file from the ZIP you attached and then modified it according to our terrain (the name of material files, obj files etc). And then it worked. Yahoo !! Thank you so much - I appreciate your help.

@vidi
Today - we were getting the same error "Failed to create height map ...." at some point. We have seen it comes whenever some file name referred in INI file is not present in the directory. Please check all the files referred in the INI file - see if they are present in that directory.

Regards,
Samir Jain
By vidi - 13 Years Ago
It works now , but strange I have only all copied in the terrain Exemple folder and there the ini modified. It looks not different to my own folder
Anyway it works now .:hehe:
By AverageJoe - 13 Years Ago
Just so I'm clear... In order to use this new capability of IC5 (high detail heightmapped terrains with better optimization of real time renders), we must use EarthSculptor to create our terrains, we must use the automatic terrain painting function as opposed to texture mapping our own terrain how we want, then we must manually edit and/or create this INI file, of which I know nothing about and have no idea what the values inside represent?

And the other options for getting detailed terrains and heightmaps and still be able to take advantage of the memory savings of this new IC5 feature are...??
By RobertoColombo - 13 Years Ago
I have some questions about the possibility to create some terrains or terrain elements.

1. is EarthSculptor still a product to be considered in order to create iClone5 terrains, or has it become obsolete ?
2. can I create a 16K x 16K map with EarthSculptor ? Apparently it seems it is not possible ?
3. What is the pipeline starting from Bryce 7 till creating an iClone .iTerrain object ?

Thanks fro any clarifications
By martok2112 - 13 Years Ago
Not everyone can afford PhotoShop....however, an alternative that I am going to look at is the ability to use a full creative suite of Adobe software for $55/month....someone else told me about that option here.

By RobertoColombo - 13 Years Ago
Hi Swooop, I just need/wish to create some "basic" terrain elements, like bumps or river bed.
Actually my question was quite for a basic goal: I wonder what's the pipeline to build these basic terrain elements, starting, let's say, Bryce till having it into iClone.
Bryce 7 is has 1250 pages manual...
I hope/can't imagine that I have to read 1250 pages to be able to do that.
And I also hope that I do not have to fill in 1 week years of high know-how & skillness, as demonstrated by the developers here... Photoshop is surely important to be learnt but, c'mon, I am not talking about creating a sophisticated 3D scene... just some basic elements :)


By martok2112 - 13 Years Ago
sw00000p (6/21/2012)
martok2112 (6/21/2012)
Not everyone can afford PhotoShop....however, an alternative that I am going to look at is the ability to use a full creative suite of Adobe software for $55/month....someone else told me about that option here.

Sir,

Image Editing Skillz is the Point Here! Free image Editors "Producce the Same Results!' Alley & ShyGirl could use their "Professional Skills' with a "FREE Image Editor" and produce awesome textrues!

Until One comes to grip with "Standard Industry" Tecniques... not software... just the Technique!
People Will Remain In The Dark!

Today in Computer Graphics, it is Mandatory that artist have "IMAGE EDITING" Skillzs!
FREE Image Editors work just fine!

.


Oh, I can use PhotoShop just fine....perhaps not to the extent that Alley or ShyGirl, but I'm pretty decent. :)

For those who cannot afford PhotoShop, GIMP is a perfectly good, free (and quite comparable) alternative. :)
By martok2112 - 13 Years Ago
Apparently our replies were in just scant seconds of each other in appearing, so chill. Forgive me for not possessing time-travel capabilities....the lessons for which A. Are probably astronomically priced. and B. DO NOT EXIST.

By planetstardragon - 13 Years Ago
paint shop pro has been pretty good for me - it's compatible with some of the photoshop plug ins , has a very low price tag ...and looks great - plus if you get the right deal they give you extra plug ins. Many CGI artists like to have both - since corel looks really good and qucik and easy to use.

While Gimp may be comparable to photoshop, it's also comparable in being time consuming for simple tasks. corel has the easy buttons in the paint department imo.
By queryamit - 13 Years Ago
its awesome it works grt for me just i can add upto 4 textures only, any way to add more texture instead just 4 :) .. its really makes awesome terrain what i really want to see
By martok2112 - 13 Years Ago
sw00000p (6/21/2012)
martok2112 (6/21/2012)
Apparently our replies were in just scant seconds of each other in appearing, so chill. Forgive me for not possessing time-travel capabilities....the lessons for which A. Are probably astronomically priced. and B. DO NOT EXIST.



martok2112,

Sorry, that thought had not occured to me.

Cheers!:)


All good.

:)
By martok2112 - 13 Years Ago
I love layering in PhotoShop....and hell, I just now learned how to make good Alpha videos in iClone....a much needed skill for certain other tasks I do in my projects...which, I admit, have nothing to do with heightmapping. :)
By animagic - 13 Years Ago
I agree, layers are your friend... I try to cover my limited modeling skills with good textures...

Also, for terrains, combine Diffuse, Bump, and Blend maps with different UV scale settings. It's a tip on the forum somewhere and it is amazing what it can do. It allows you to mimic detail where there is none. Our task is to fool the eye! Hence the name of the company: Real Illusion!

By colour - 13 Years Ago
I feel "Foolish";)

animagic (6/22/2012)
I agree, layers are your friend... I try to cover my limited modeling skills with good textures...

Also, for terrains, combine Diffuse, Bump, and Blend maps with different UV scale settings. It's a tip on the forum somewhere and it is amazing what it can do. It allows you to mimic detail where there is none. Our task is to fool the eye! Hence the name of the company: Real Illusion!

By AverageJoe - 13 Years Ago
I'd really like to get back to the actual topic. How do we make use of these high detailed terrains? From what I read, it requires using EarthSculptor (a program I hate using) just as we always have, then manually modifying some hidden INI file, which hasn't really been explained at all. Why are we manually editing an INI file to get highly detailed terrains in iClone? Oh, and we're limited to using EarthScultors default painting mode for terrain height as opposed to painting our own terrain.

So what I want to know, without digressing down the "learn how to texture" path, how do we make and use high detailed heightmaps and or terrains in iClone. Simple and to the point.
By RobertoColombo - 13 Years Ago
I concur with wizaerd.
The questions were simple and clear, the answers not at all.
I understand that some of the people around here might be reluctant, but what we need here are simple instructions, rather than a set of generic comments about the beautiness of this or that technique.
It is like if somebody asks me how to play guitar from scratch and my answer is "Listen to Allan Holdsworth and try to catch the way he does"....

Question nr. 1 : I want to create a terrain. What is the cheaper, simpler, and more effective technique, considering that I am not working for Walt Disney, so I do not need to create the "best ever" scene of the last and future 300 years ?

Question nr. 2 : is it possible to have a simple set of instructions about how to create the terrain with the above-mentioned technique ? What file type (.obj, .fbx, etc.) shall we use in the pipeline, which programs (personally I have PaintShopPro X3, 3DXchange 5 Pro, iClone 5 Pro, DAZ, Bryce, Hexagon, Sketchup 8), etc. ?

Question nr. 3 : what shall we care most in this pipeline, so that we do not waste hours to understand why something went wrong ?

If anybody is willing to dedicate his time and give some clear and useful answers, then, in addition to our sincere appreciation, will surely get the same from other people, as this post will have become a reference for future users.

Other people who just want to give cryptic and colored answers, please, restrain from doing it.
They really do not help more than what could be my answer in the example above about guitar.

Thanks in advance for any positive and useful contributions

Cheers

Roberto
By martok2112 - 13 Years Ago
I couldn't agree more, Roberto. Solid answers are what's being asked for. I personally despise the "I don't have any time for noobs" attitude.

Sometimes, though, it's a matter of the right pair of eyes finding the question. Responses, as I'm sure we've all found out, don't always come instantaneously.

Patience....vigilance....

Or...perhaps post a new question in a new thread. Sometimes follow up questions can get lost in threads with a lot of posts. :)

And if we think about it, iClone is kinda supposed to be one big "easy button" anyway. :) What I mean by that is that it is a quick tool that allows even amateur animators (such as myself) to bring their visions to life relatively quickly. The more and more iClone develops, the more easy buttons seem to get put in...and there's certainly nothing wrong with that....look at music and video development tools....they scream "easy button". :)

P.S....not knockin at ya, sw000p....we're cool. :)
By rampart - 13 Years Ago
Sure would be ALOT of help, if someone who really understands and can explain how to apply textures to the EarthSculptor terrain maps.

I have created several dozen ES maps and they look good close up in ES, and look all washed out and half done in iClone.  I don't know how to clean them up or otherwise make them worthwhile for use in iCLone projects after I get them into iclone.

I think the ES is not the problem.  I became frustrated and gave it up for the past couple months.  I did acquire a adobe photoshop so I know I have the tools from all I read.  I even created a thread for earth sculptor sharing information I had found, hoping some persons really good at texturing the ES terrains would join in and prepare some competent instructions we could follow.

Maybe, if someone reading this posting really understands the best way to build quality textures onto our ES maps maybe they can point us to a video or good step by step directions.  Applying textures to other maps from other applications might have a competent explanation as well. 

I'm not against reading more or trying harder.  Like most of the iclone users... I just don't have time to drop everything and spend days trying to figure out what to do.  I have spent a couple of Sundays (day off), but still I am missing the mark.

Yes, I did learn ES well enough to make the kind of terrains I wanted to produce.  The problem for me is the texturing I did in ES didn't carry over into iclone, and I don't know how to fix it from iclone either.

It just became frustrating to keep getting junk looking terrains out of ES into iCLone.

Yes, I can buy terrains..but to be very honest I have some things I would like to do in building the terrains for my projects.  I think this is a very special area and has enormous number of ways things can be created in Terrain maps.

I have read every posting when you search on ES, and still the information about texturing and layering is elusive to me.  I even tried layering inside the ES and that went nowhere. The mess I got in iclone convinced me I should only make one texturing pass over a ES map area inside ES.  That is pretty difficult process to follow as it seems there is allows some crossover between textures.   

So, yes a simple walk through step by step would be a great start, articles or videos as well.

It doesn't matter, if the information doesn't directly relate to iclone... if we can just learn how to do the what is necessary to take those skills into iclone.  I would really like to produce some nice textured terrains. 

By Peter (RL) - 13 Years Ago
Hi Rampart,

Have you looked through the tutorial videos for Earth Sculptor below. These should help answer most questions you may have. There is also a lot of documentation that is worth a read.

http://www.reallusion.com/iclone/icnb_tutorial.asp

By Shaky - 13 Years Ago
Peter (RL) (10/1/2012)
Hi Rampart,

Have you looked through the tutorial videos for Earth Sculptor below. These should help answer most questions you may have. There is also a lot of documentation that is worth a read.

http://www.reallusion.com/iclone/icnb_tutorial.asp


How do you get Earth Sculptor? I can't find it in the store.
By Peter (RL) - 13 Years Ago
Shaky (10/1/2012)

How do you get Earth Sculptor? I can't find it in the store.

Earth Sculptor with the iClone plugin is available in one of the bundles shown in the link below. It isn't available as a standalone product from us I'm afraid.

http://www.reallusion.com/purchase_ic_nb.asp

By Shaky - 13 Years Ago
Peter (RL) (10/2/2012)
Shaky (10/1/2012)

How do you get Earth Sculptor? I can't find it in the store.


Earth Sculptor with the iClone plugin is available in one of the bundles shown in the link below. It isn't available as a standalone product from us I'm afraid.

http://www.reallusion.com/purchase_ic_nb.asp


That's too bad. Cause I already have the gardening and total plant packages.
By nl2012 - 13 Years Ago
Just a small contribution hope it helps
I tried various programs for terrains in iClone:

1) Bryce: works ok but if you look at the poly’s, it not really optimized. Specialy UV’s aren’t that great
(good UV’s and Poly’s are key to a good terrain (btw. Rule for all objects).

2) CarraraPro: Does give some problems in the pipeline with 3DXechange and gives some weird results (shame because it has a superior terrain builder)

3) ZBrush: works great although takes some time with scaling and using the poly decimeter.

4) Earth Sculpture (ES): I my opinion the best and most simple terrain builder for iclone and is pretty care free

Now some simple answers to your perfectly normal question.

Question nr. 1 : I want to create a terrain. What is the cheaper, simpler, and more effective technique, considering that I am not working for Walt Disney, so I do not need to create the "best ever" scene of the last and future 300 years ?

Get Earth Sculpture (ES) if possible. Not expensive and easy to learn

Question nr. 2 : is it possible to have a simple set of instructions about how to create the terrain with the above-mentioned technique ? What file type (.obj, .fbx, etc.) shall we use in the pipeline, which programs (personally I have PaintShopPro X3, 3DXchange 5 Pro, iClone 5 Pro, DAZ, Bryce, Hexagon, Sketchup 8), etc. ?

For starters any paint program will do fine as long as you it works with layers for the best results.PSPX3 does this perfectly. With ES its not mandatory but I always edit my texture maps to make them look more realistic and less blurry in iClone. Forget DAZ Hexagon. Great tool but no good for terrain (-; .Ok you have Bryce so lets use that…….first click the terrain icon in Bryce and you see the poly’s (a lot ((-:). Get rid of light, shadows and so on keep the document at a medium resolution. Before you do anything export it as an *.obj and import it to 3DXe. See if the resolution,size and position are right. If not to your liking go back and forth until you are satisfied. Now you can apply your texturing and modelling.
(next “tip”I use in Earth S as well)

For the end result export everything to 3DX and send it to iClone and load it (>>props>>import DON”’T “”add to terrain yet”). Now load the texture map in your paint program and lets make it look good. Duplicated it and “multiply” the duplicated. After this it becomes dark so make it a bit lighter. Merge the layers and sharpen it (but don’t Distore it to much). Save the map as a new png image but don’t close PSP or PS yet. Now make it grayscale and adjust lighting and contrast (I use mainly positives for terrain) after that (important for terrain texturing) finish the Bump map your making with a Gausian Blur of around 3.5%. (For very pro terrain you can use the blur pensil for specific area’s for different value’s) Now go to Iclone>>textures and load your image and bumpmap (bump ~35-40%). This should give you a fine result!If it looks good right click and “add to terrain”. The Higher the Map rez..the better it looks….The higher the polycount the better it looks (but costs performance). Just find out what your PC or Mac can handle.

Question nr. 3 : what shall we care most in this pipeline, so that we do not waste hours to understand why something went wrong ?

Bottomline its the Textures in my opinion., because that what we see (apart from all the technical chit chat). Well formed terrain with bad textures doesn’t look good. For Earth Sculpture I use very high rez real photo’s (crop the part you want to a square texture in your paint program, I use 512x512 to 2048x2048 ) and save them as png in your texture dir of Earth S so u can use them in ES. I have a membership at www.cgtextures.com which is a huge and ordered database for (mainly used by game cg artist) high res pictures (free for lower rez pics).
The manuals on Earth Sculpture are great as well ,but the real power lies in texturing .

My settings and workflow in E S:

Scale: What you need
Map: 1024
Mes: 50-100K
Texture: 4096 X 4096

1) sculpt a a small part of hill and riverbed and export it to iclone load an avatar and check if the scaling is of you liking.(better save then sorry)

2) Sculpt the map bit by bit (applying very soft and a bit transparent light gray colors on edges and darker gradients on lower parts ..no textures yet!) the whole map. Load it into iclone. I should give you the sence of depth (test it pressing ”/” and turn the light).

3) I start loading my complete pallet with textures I need keeping the first 2-3 slots for my main textures and the rest for inspiration (-; . Use the grey colors as reference to keep the depth in your map.

4) Large brush >> use more softness

5) scale , as close to 10 as looks real.

6) In a standard map I use about 50-80 different textures (it a blended world!)

7) Blending is key!

8) I export the tex map ranging from 1024 to 8096, test them all in iclone (as described above) for performance and detail

9) export the map to iclone in f.e. 10K 50K 100K and test them with the maps I made.

10) Small a but good tip. If you want to use it for animation ….keep the first terrain and add smaller maps (f.e. a mountain/ bumps or flat highroad) as extra prop in iclone and at both or more to terrain. Because of keeping the first texure as main texture slots it’s an easy and a simple method to create multiple terrain from one terrain (-; and blend them.

11) I switch alot between iclone and ES and save alot to different file(better save then sorry)

Wow I almost wrote a book, i'm not a native speaker so sorry for spelling errors ….hope it helps a bit

Have fun!!
NL2012

ps: example attached







By RobertoColombo - 9 Years Ago
Hi there,

I resurface this old thread for 2 reasons:

1. I had missed nl2012 answer, so now it is time to sincerely thank him ( better late than never... :) )
2. for my ever 1st CGA customer (hope not the last one...) I had to create a terrain and import it in iClone.
    During the process, I jotted down all the steps I did, with additional comments and the outcome is hereafter.
    Hope it will be useful for the community

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

EarthSculptor  to iClone Pipeline

Prepared by Roberto Colombo

GIMP

1.       Prepare a heightmap with a photoeditor (e.,g. GIMP)

2.       Save with one of the following formats(GIMP settings are listed below each format):

 

a)      TGA

RLE compression =disabled

Origin = Bottom left

 

b)      PNG

Interlacing (Adam7) =disabled (EarthSculptor does not read the map is this setting is enabled)

Save background color =enabled

Save gamma = disabled

Save layer offset =disabled

Save resolution =enabled

Save creation time =enabled

Save color values fromtransparent pixels = enabled

Compression level = 0

 

Earth Sculptur

Terrain creation

1.       Create a new terrain with thesesettings

Map size = 513x513 (it seems that other values are not accepted whenimported in iClone)

Colormap = can be adjusted to the desired level, recommended 4096x4096

Detailmap  = can be adjusted tothe desired level, recommended 4096x4096

Lightmap = don’t care (not used by iClone)

Texture Splitting = none

Detail Texture = 4 (iClone handles only 4 textures)

Color Lightmap = no

 

2.       Set the Terrain window options asthe following

LOD = disable

Height = user choice!

Wireframe = don’t care

Grid = don’t care

Color = don’t care (not used by iClone)

Detail = enabled

Lighting = don’t care (not used by iClone)

Color Mode = add minus half

Fog = disabled

Underground = disabled

 

3.       Menu Import -> Heightmap image

Load the heightmap

 

4.       Modify the map in EarthSculptor asneeded using the Terraform window tools

Terrain painting

1.       The terrain in iclone will have 4paint layers, each one containing three channels:

 

a)      The Diffuse texture, which isgenerated by the Detail maps of EarthSculptor

b)      The Detail channel, which can be anytexture

c)       The Bump channel, which can also beany bump texture

EarthSculptor has 2 painting methods:

 

a)      The Detail window tools

b)      The Color window tools

The Detail window tool is used to generate the 4 textures which will beassigned, in iClone, to the Diffuse channel maps of each terrain paint layers.
These textures are used to paint the main parts of the terrain.


The Color window tools can be used to generate the 4 additional textures thatcan be assigned to the 4 Detail channel maps in iClone.
These textures can be used to draw details and variations.

iClone will  not automatically importwhat is painted with the Color window tools!
Even though variations are painted in EarthSculptor, iClone imports only the 4textures assigned in the Detail window.
Therefore, it is advisable to draw the variation first, export them as separatetextures with the menu option Export->Terrain Textures, and later importthem in iClone as Detail textures as Detail channel maps.

The process is cumbersome and kind of reversed, but if the Detail windowtextures are assigned first in EarthSculptor, then the Color window textureswill be distorted by the color of the Detail window textures. Whereas we wantto leave them clean and add them as they are in iClone.

 

2.       Start the terrain painting process,using the Detail window tools
Up to 4 textures can be used to paint the terrain

 

3.       Menu File -> Save
Save the work in EarthSculptor.
By saving the file, EarthSculptor creates some .png files.
The file named xxxx_d.png (xxx = name of the file just saved) is the one thatwill be used for iClone

 

4.       Menu Export -> Obj Export
Export into .obj format with the following settings:

Center at origin = enabled
Normals = disabled
UVs = disabled

Optimized Mesh = disabled
Water = disabled

 

iClone

1.       Create a file, with .ini extension,with the following text

_____________________________________________

[HeightMap]

file = "Terrain.obj"                               

cell_unit = 100

height_scale = 50.0

offset_x = -12800.0                    

offset_y = -12800.0                    

offset_z = 0                               

 

[MaskMap]

file = "Terrain_d.png"

 

[Material]

count = 4

 

[Material0]

diffuse_r = 1.0

diffuse_g = 1.0

diffuse_b = 1.0

specular_r = 0.0

specular_g = 0.0

specular_b = 0.0

ambient_r = 1.5

ambient_g = 1.5

ambient_b = 1.5

shininess = 0.5

shineStrength = 1.0

 

decal_uv_tile_x = 24.0

decal_uv_tile_y = 24.0

decal_uv_tile_z = 24.0

decal_uv_offset_x = 0.0

decal_uv_offset_y = 0.0

decal_uv_rotate = 0

 

detail_uv_tile_x =60.6842

detail_uv_tile_y =60.6842

detail_uv_offset_x = 0.0

detail_uv_offset_y = 0.0

detail_uv_rotate = 0

 

bump_uv_tile_x = 10.0

bump_uv_tile_y = 10.0

bump_uv_tile_z = 10.0

bump_uv_offset_x = 0.0

bump_uv_offset_y = 0.0

 

is_normal_bump = false

bump_map_weight = 0.5

 

decal_map = "Texture0.png"

bump_map="Bump0.jpg"

detail_map="Detail0.png"

 

[Material1]

diffuse_r = 1.0

diffuse_g = 1.0

diffuse_b = 1.0

 

specular_r = 0.0

specular_g = 0.0

specular_b = 1.0     ;; you can see blue specular on brown sand

 

ambient_r = 1.5

ambient_g = 1.5

ambient_b = 1.5

 

shininess = 0.5

shineStrength = 1.0

 

decal_uv_tile_x = 12.0

decal_uv_tile_y = 12.0

decal_uv_tile_z = 12.0

decal_uv_offset_x = 0.0

decal_uv_offset_y = 0.0

decal_uv_rotate = 0

detail_uv_tile_x =15.6842

detail_uv_tile_y =15.6842

detail_uv_offset_x = 0.0

detail_uv_offset_y = 0.0

detail_uv_rotate = 0

bump_uv_tile_x = 1.0

bump_uv_tile_y = 1.0

bump_uv_tile_z = 1.0

bump_uv_offset_x = 0.0

bump_uv_offset_y = 0.0

decal_map = "Texture1.png"

bump_map="Bump1.jpg"

detail_map="Detail1.png"

 

 

[Material2]

diffuse_r = 1.0

diffuse_g = 1.0

diffuse_b = 1.0

specular_r = 0.0

specular_g = 0.0

specular_b = 0.0

ambient_r = 1.5

ambient_g = 1.5

ambient_b = 1.5

shininess = 0.5

shineStrength = 1.0

decal_uv_tile_x = 12.0

decal_uv_tile_y = 12.0

decal_uv_tile_z = 24.0

decal_uv_offset_x = 0.0

decal_uv_offset_y = 0.0

decal_uv_rotate = 0

detail_uv_tile_x =15.6842

detail_uv_tile_y =15.6842

detail_uv_offset_x = 0.0

detail_uv_offset_y = 0.0

detail_uv_rotate = 0

bump_uv_tile_x = 3.0

bump_uv_tile_y = 3.0

bump_uv_tile_z = 3.0

bump_uv_offset_x = 0.0

bump_uv_offset_y = 0.0

decal_map = "Texture2.png"

bump_map="Bump2.jpg"

detail_map="Detail2.png"

 

[Material3]

diffuse_r = 1.0

diffuse_g = 1.0

diffuse_b = 1.0

specular_r = 0.0

specular_g = 0.0

specular_b = 0.0

ambient_r = 1.5

ambient_g = 1.5

ambient_b = 1.5

shininess = 0.5

shineStrength = 1.0

decal_uv_tile_x = 12.0

decal_uv_tile_y = 12.0

decal_uv_tile_z = 12.0

decal_uv_offset_x = 0.0

decal_uv_offset_y = 0.0

decal_uv_rotate = 0

detail_uv_tile_x =15.6842

detail_uv_tile_y =15.6842

detail_uv_offset_x = 0.0

detail_uv_offset_y = 0.0

detail_uv_rotate = 0

bump_uv_tile_x = 1.0

bump_uv_tile_y = 1.0

bump_uv_tile_z = 3.0

bump_uv_offset_x = 0.0

bump_uv_offset_y = 0.0

decal_map = "Texture3.png"

bump_map="Bump3.jpg"

detail_map="Detail3.png"

_____________________________________________

2.       Note the .ini structure:

 

a.       [Heightmap] => a kind of header,where some global information are specified

b.      [Maskmap] => used to define whichfile define the mask map, which is used to assign the materials to differentpart of the terrain

c.       [Material] => used to specify howmany materials we have.
I tried with 8 (as EarthSculptor allows to create up to 8 Detail textures) butiClone simply ignore them and defaults to 4

d.      [Material#] => a set ofinformation to define a material, replicated 4 times

3.       Note also the map naming convention

 

a.       Earth Sculptor Detail texture => Decal_mapin the .ini file => iClone Diffuse map

b.      Earth Sculptor Painting texture=> (can be optionally assigned to) Detail_map in the .ini file => iCloneDetail map

c.       Any Bump texture => (can beoptionally assigned to) Bump_map in the .ini file => iClone Bump map

4.       In order to be able to import theterrain in iClone, few simple modifications shall be done to the .ini file

 

5.       The text marked in BOLD RED shall be mandatorily changed.
You need to specify:

a.       The exact file name of the .obj filecreated with EarthSculptor

b.      The exact name of the file xxx_d.pngcreated by EarthSculptor (this file is created when you save a project inEarthSculptor)

c.       The exact file names of the Texturesused in EarthSculptor in the Detail tool window.
Respect the same order!

6.       Note the additional maps with thevalue marked in BOLD BLUE.
These maps represents the iClone Bump map and Detail map.

 

7.       If a Bump or Detail map is notneeded for a certain material, just remove in the .ini the text line referringto it.

8.       As a summary, hereafter are thefiles needed by iClone.
Note: in this example, the name of the EarthSculptor project is “Terrain”, andthat the detail textures are called Texture0, Texture1, Teture2, and Texture3.Obviously any other name will fit.

a.       Terrain.ini

b.      Terrain.obj

c.       Terrain_d.png

d.      Texture0.png, Texture1.png, Texture2.png,Texture3.png

e.      [Optional] Bump0.jpg, Bump1.jpg,Bump2.jpg, Bump3.jpg

f.       [Optional]Detail 0.jpg, Detail 1.jpg, Detail 2.jpg, Detail3.jpg

My recommendation is to keep everything in thesame directory!

9.       Open iClone and press CTRL+ALT+J

10.   Load the “.ini” file

11.   You should now see your terrain iniClone, which should have 4 materials.



------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Cheers

  Roberto

PS: Reading back this post and my "contribution", I can see tat I made some little steps forward... ;)
I have to thank all the people who, in this Forum, spend the time to share their know-how for the other iClone useres (sw00000p, Rampa, Cricky, Animagic, PSD, Markt, Justviking, Urbanlamb, etc. etc. apologize with others not mentioned)