Nice tutorial, thanks. I recently discovered this site and I've been excitedly playing with the tutorials here. I was following this one, trying to create a mountain range for a map I had planned, and ran into a problem.
I had several ridges close to each other in my height map sketch I started with:
Applying this method directly yielded an alienistic landscape with very smooth crater-like valleys between the ridges. This was generated using Photoshop's lighting effects rather than Bryce.
I think this is due to the dilate process used with the selection contract tool. Realistic earthlike mountains have valleys that are actually surprisingly sharp (check google maps satellite images).
The method I discovered after much button pressing was to alter the following steps:
Modify these so:
1) After you have the contracted selection, save it as a channel.
2) Load the channel you started the contract from. Invert selection (Ctrl-shift-I) and repeat the contract operation. Save this as a channel as well.
3) Create a new channel, fill with 50% gray. Load the selection from the channel created in 1) above, and fill with white. Load the selection from the channel created in 2) above, and fill with black.
4) Continue with the process, using this latest channel as the one you use for further steps.
With this, I came up with something that had way better valleys. A sample is below. I hacked this up very quickly for this post to keep it clear. To get nice ridges for high mountains, you need to pay more attention to getting a better initial sketch or do some magic with curves and such.
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![[Award Winner] Building a ridge heightmap in PS-ridge-sketch.jpg](http://www.cartographersguild.com/attachments/tutorials-how/2356d1273331029t-award-winner-building-ridge-heightmap-ps-ridge-sketch.jpg)
![[Award Winner] Building a ridge heightmap in PS-ridge-alien.jpg](http://www.cartographersguild.com/attachments/tutorials-how/2357d1273331038t-award-winner-building-ridge-heightmap-ps-ridge-alien.jpg)

Save you selection as a channel and take a look. For the purposes of this I'm pretty satisfied. I'm going to munge it up using steps b3 and b4 and call it good for my current purposes.![[Award Winner] Building a ridge heightmap in PS-ridge-valleys.jpg](http://www.cartographersguild.com/attachments/tutorials-how/2358d1273331038t-award-winner-building-ridge-heightmap-ps-ridge-valleys.jpg)
![[Award Winner] Building a ridge heightmap in PS-ridge-sample.jpg](http://www.cartographersguild.com/attachments/tutorials-how/2359d1273331038t-award-winner-building-ridge-heightmap-ps-ridge-sample.jpg)

World Machine 2.0 actually has this but in slow mo- and that's on a very high end machine (8800 GTX, Quad, 4 GB RAM). I reckon if we harnessed gpus for terrain modelling, we could see this as more of a reality.

