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SpaceEngineer
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Planet bump maps

11 Aug 2017 01:49

johnvv, what is its performance? Does it use some caching and utilizes multiple CPU cores?
 
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Gnargenox
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Planet bump maps

15 Feb 2018 21:21

Why do my maps look like something from Minecraft?
scr00100.jpg
Original map was 8192 x 4096 dimensions, resized it in Photoshop to 16384 x 8192 with an un-sharpen mask and Gaussian blur filter applied. Then resized it again (without the sharpen option checked marked as on) in IrfanView-64 to 32768 x 16384 before saving RAW file (for the Surface Texture CubeMap folders)

Wilbur was used to calculate height map from the 32768 x 16384 sized PNG. I did increase the contrast to the greyscale a whole lot, so I could see it, again before saving in RAW format with IrfanView-64 (for the Bump Texture CubeMap folders)
CPU: AMD FX-8350 8 core processor 4GHz / GPU: GeForce GT 730 @ 1920x1080, 60Hz with 1GB adapter RAM / RAM: Patriot Signature 4GB 1600MHz 240-Pin DDR3 (only 2GB work, don't buy it) / Motherboard: MSI 970 Gaming MS-7693
 
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HarbingerDawn
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Planet bump maps

16 Feb 2018 00:52

Why do my maps look like something from Minecraft?
Probably because your map is an 8-bit image, which means there are a maximum of 256 different height values it can specify (256 shades of gray, including black and white). Height maps should to be 16-bit images, which can specify 65,536 different height values, to avoid that "stair step" effect.

If your image isn't 8-bit, it could be that the height data in it originates with an 8-bit image.
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Gnargenox
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Planet bump maps

20 Feb 2018 22:51

If your image isn't 8-bit, it could be that the height data in it originates with an 8-bit image.
Like this? Not much better. Gaussian, Smart, Radial, Blur, & Blur More... all leave Etch-a-Sketch patterns.
scr00136.jpg
scr00137.jpg
Using WIlbur "A terrain manipulation thingy" software program, any suggestions on how best to attenuate the settings to calculate better elevation bump maps, from original 8-bit Scurface Textures, based on color variations alone or artist renderings of visible light views of terrain seen from space?

Or should I do the up-scaling from 8bit to something higher using the original Surface Texture and all the other smoothing out before importing to Wilbur? Or will I always notice some pattern like these?
CPU: AMD FX-8350 8 core processor 4GHz / GPU: GeForce GT 730 @ 1920x1080, 60Hz with 1GB adapter RAM / RAM: Patriot Signature 4GB 1600MHz 240-Pin DDR3 (only 2GB work, don't buy it) / Motherboard: MSI 970 Gaming MS-7693
 
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HarbingerDawn
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Planet bump maps

24 Feb 2018 16:53

If the bump map is 8-bit at any point in the process, you're probably going to run into this issue. It's possible that there could be some good way of converting the 8-bit values into 16-bit and then interpolating in a smooth way, but I couldn't say how.
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