Generating mesh from height map

Hello,

I have height map used as texture to generate 3D model of mountains. Now I would like to give it appropriate texture. Problem is with really steep parts, which can not be properly textured from projection. Therefor (at least I think this is the best solution) I would likt to do semthing like fit the mesh on this model, which I could afterwars unwrap and make texture in the sam way, as for example here [1] (normal unwraping and working with seams). Is that somehow possible, or do you see another way? Suggestions very welcome and please keep in mind that I am very beginner.


[1] http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics#Mark_a_UV_seam

i think this should be posted under materials and texturing.

well, o.k. I can post that also there. But in fact texturing is just one part of the question. Second is how to cover the mountains by mesh.

what do you mean “by mesh”? im sorry but i dont really understand the question. if you mean so that the peaks of the mountain texture match the peaks on the model, then go to top view, project from view ( project from view bounce, if that makes is better… try both) and then use porportional edditing and move the UVs to match the texture.

a GUESS here
but you did use “import image as plain”
than subdevide the plain
then use the dem ( heightmap ) as a DISPLACEMENT

from the first post it looks as if you are using a RANDOM image to testure the MESH you already have FROM the displacement map

for example :
this crop of a texture and matching DEM
( the DEM is a 8 bit normalized copy of the 32 bit floating point image)
http://6.t.imgbox.com/dU3cKNNS.jpg http://1.t.imgbox.com/xb9HOB56.jpg

then i import image as plain subdivide 1024 , and apply the heightmap AS a displacement
http://0.t.imgbox.com/OXUlqv39.jpg http://4.t.imgbox.com/0Y8XjULl.jpg http://5.t.imgbox.com/ws2CzUWv.jpg http://7.t.imgbox.com/LsWDK9gq.jpg

use the DEM as a base to MAKE the texture
the above is a procedurally generated random test image
and the height is about 10X exaggerated

Well, to place the peaks on its right position is not the problem. Problem is, that I have face of the mountain, which I don’t want to texture from its top projection, but really from the mountain side. As I would just glue the picture on the wall.

But thanks for response.

Hm, very interesting, thanks for tip. But still it doesn’t help me to texture the mountain faces, right? I mean, it will be always textured from the top projection, right?

Thanks, Tomas.

Just one more comment. I am novice but I think this is kind of advanced issue. Easily said, I would like to use uwraping of the mountain which was modelled from height map.

Anyway, I really appreciate all the responses and because I can learn from that even it is not answering exactly my problem.

Thanks a lot, Tomas.

you could use “smart unwrap” in the UV settings

Well, I think it is not possible to use “smart unwrap” in this case, because what one see in “edit mode” when is just plane. And unwraping plane make just weird things. I see the plane, because I used height map, i didn’t form the mountains by myself but using diplacement of height map.

I think your making it overly hard for yourself, if you just want to create and basically texture generic mountains follow this tut it will get you going and has a clever way of using nodes to decide where certain textures appear using colour ramps etc.

Ant is your friend for the base mountain shape :slight_smile: it shows you how to set it up in the tut.

I think to use the texture and unwrap method you’ll have to apply your modifiers so you can get the exact unwrap related to your final mesh.

The tutorial is the best I have ever seen!
Thanks.