-
Notifications
You must be signed in to change notification settings - Fork 50
Heightmap
The heightmap shader treats the first layer of voxels as a 2D height-map texture and extrudes upwards to create a 3D volume. The height is determined by the relative luminance of each voxel, which is to say, the brighter the voxel's color the taller the extrusion.
Parameter | Description |
---|---|
Blur | Blurs the height-map by the number of voxels specified. Used to smoothes any noise in the original texture. The default value of 0 does not blur, and values up to 10 increase the blurring and the smoothness of the result. |
Auto Balance | When 1 , the range is remapped according to the selected colors in the palette. When 0 , the range is not changed by the palette. See below for more information. |
Reverse | When 0 , the luminance of a voxel determines how far it is extruded. When 1 , this is reversed and darker voxels are extruded instead. |
Blur: 0
|
Blur: 3
|
---|---|
Blur: 6
|
Blur: 10
|
Auto Balance: 0
|
Auto Balance: 1
|
---|
The heightmap shader uses the relative luminance of a voxel to determine its height. By default, the maximum luminance is white (1.0
) and minimum is black (0.0
).
The maximum height is determined by the volume size.
For example, if you import a height-map texture that ranges from black (0.0
) to 50% grey (0.5
), the heightmap shaders can do two things:
- If Auto Balance is
1
and you select the colors in the palette used by the height-map texture, the shader will treat the colors relatively and calculate a new maximum and minimum ranges for you. - If Auto Balance is
0
, the shader will treat values absolutely (no changes), meaning the highest point will be 50% of the volume.
If Auto Balance is 1
, any unselected colors that were used by the texture are ignored when generating the volume. This can lead to odd results.
Reverse: 0
|
Reverse: 1
|
---|
Height-map texture | Results |
View the shaders below or download the latest release:
All content in this wiki is licenced under the CC BY-NC-SA 4.0 license. Code snippets are dual-licenced under the MIT License.