Create a plane that's the size of the map ie 2048x2048 meters and center it over the base terrain so its even with all the boundaries of the desired driving sections.when in doubt be keep the top most surface driven on by the AI and remove the lower one. Be sure to not include overlapping features like foot bridges and underpass tunnels. Make a copy of your scene with all of the parts of the terrain to be included, this should include the LIDAR mesh if that's the base terrain, as well as any ground surface meshes you have modeled.The mash modeling parts can be done in 3DS Max too, but is out of the scope of this subject. This tutorial can be used in conjunction with the Map in a month guide to complete the mapping process, substituting part of the Day 4 section. I went to the Autodesk site and brushed up on that specific tool and found it has special functions for baking heighmaps, normal maps, as well as rendering matching terrain painting masks. This method skips the trouble of lining up a camera. They recommended using render to texture, rather than standard rendering. If this was a simpler process, there would be much more quality maps.įinally got a breakthrough with a push in the right direction from the CGTalk's 3DS Max experts. This should solve the issue with not getting accurate heights for the terrain file. I made a special object attached to the terrain mesh which has 3 flat planes at the extreme high and low points of the terrain and the at 0 elevation. Importing the (3ds max rendered) height map into the editor results in another problem the terrain isn't centered with the world (even at 0,0,0) so there's no reference to where the terrain would match with geometry. Once rendered, cropped and resized, its not a perfect image. For example, it cant render a 2048m plane as a 2048x2048 image the closest is "zoom extends selected" but its not zoomed in far enough to frame the object zooming in further will only get close but not perfectly framed. My only attempts to render a height map in 3DS Max have been hampered by its inability to line the terrain square with the viewer. I noticed that Hirochi uses mesh walls that are aligned perfectly with the terrain how it this possible? I have a way, but my workflow is inefficient and requires hours of align to mesh work, using a mesh version of terrain imported from my 3D editor (usually LIDAR generated) then importing the wall geometry, so geometry aligns perfect. Is there a tool/editor script for converting mesh to height map? While aligning a 8192x8192 terrain to mesh, it got me thinking how nice it would be to have an "align all meshes to terrain" button.
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