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  1. #1
    Guild Expert johnvanvliet's Avatar
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    once the masks are done i use a combination of "distance transform" and "plasma noise"
    on masks and images to synthetically make a heightmap

    open the ocean mask in gimp
    in layers duplicate it




    select the upper layer and in the gmic menu select "rendering / plasma"
    the default values will do



    then click the "eye symbol" to hide that layer and select the lower layer
    and invert the color of the lower image layer

    and use the Gmic tool
    "contours / distance transform"

    set "value" to 255
    set "metric" to Euclidean
    set "normalization" to normalize

    then blend the two layers by setting the upper to "50%" transparent
    and "merge down"
    then lower the contrast a bit




    open the "ocean" mask again and copy/past it on to the current image
    ( or make 3 layers but if the image is BIG this will take time and RAM!!!)
    set this layer to "darken only"




    now mix the ocean and lake and rivers masks using "darken only" on the layers and repeat the plasma and distance from above




    do some dodging and burning ( i like to use one of the "bush" brushes and for this set to 120 pixels
    and blend these two images

    this is the base for the land


    now this map has VERY LOW shaded relief shadows ( some will have MAJOR shadows and you will NOT be able to use this "cheat"

    -- NOTE!!!!
    this uses the terminal version of G'Mic and it dose work using MS's "cmd.exe" )
    Code:
    gmic 4k.posterlarge.png --split_freq 0.06% -n[2] 1,255 -o[2] hi.pgm

    open in gimp and paste the mask layers as "darken only"
    and after applying the masks




    this makes a image of just the VERY high frequency data in the image
    mainly the white mountain tops ( this is a CHEAT)

    dodge some of the mountain area





    now duplicate the layer and add a 13px blur and set the top layer to "grain merge"
    repeat with 21 px blur "grain merge"
    and 31 pixels "grain merge"

    then a few duplicate / blur/ BUT LIGHTEN ONLY on the layers

    adjust the gama point so that the low areas are a bit darker
    ( 0.8 ot 0.6 should do)



    -- like i said this is a CHEAT do to the very low amount of shadows !!!!!

    now blend the two
    the "noise and distance " with the highpass above
    then "normalize
    ( color / auto / normalize )

    this stretches the tones to 0 to 255


    time for wilbur

    Last edited by johnvanvliet; 01-05-2017 at 08:17 PM.
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  2. #2
    Guild Expert johnvanvliet's Avatar
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    For Wilbur i like to use the 32 bit BT format

    resave the base map as a 32bit floating point
    gmic and Nip2 can do this just fine

    use GDAL to convert to bt
    Code:
    gdal_translate -of bt  basemap.tiff WilburInput.bt
    run a few Cycles of precipitation based erosion and incise flow

    and export to bt
    ( 32 bit has + and - pixel values )

    and use gdal to convert to a 32 bit tiff



    and a 8 bit normalized copy of the float





    for lower coastal area drop the GAMA to say 0.6
    then run through wilbur

    shaded using the gimp "bumpmap" shader and a 8 bit copy of the heightmap




    .
    Last edited by johnvanvliet; 01-06-2017 at 12:41 AM.
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  3. #3
    Guild Journeyer Facebook Connected ranger's Avatar
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    WOW thank you soo much!!

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