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    [REQ] Displacement ruby

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    • bigstickB Offline
      bigstick
      last edited by

      Didier, I'm happy to try to modify this script, but first I need to know how to decrypt it.
      Could you possibly give me some more information and I'll try it.

      Pity TBD is somewhat occupied just now, else I'm sure he would look at it ๐Ÿ˜‰

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      • I Offline
        ilay7k
        last edited by

        I think, Didier can do it, so wait his solution

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        • RichardR Offline
          Richard
          last edited by

          Wow have to keep my eye on this one! I'm all for poly over displacement - being a maxwell user I would rather manage my layers in SU than quadruple my render times using displacement!!!!

          Looking forward to some news on this!

          [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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          • J Offline
            Julius
            last edited by

            how should i convert a jpg into pgm?
            e.g. with irfanview, i have to select "save as"?

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            • RichardR Offline
              Richard
              last edited by

              Yeah I so hope this thread hasn't become LOW POLY dust!!!

              [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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              • jujuJ Offline
                juju
                last edited by

                You and me both!

                Save the Earth, it's the only planet with chocolate.

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                • J Offline
                  Julius
                  last edited by

                  yeah, like this topic: http://www.sketchucation.com/forums/scf/viewtopic.php?p=65055#p65055

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                  • J Offline
                    Jackson
                    last edited by

                    Didier's Heightfield Generator script works fine for me- I draw the grayscale map in Photoshop and if I rememember correctly save it out as 8 bit RAW and then the heightfield gen ruby does the rest. It's brilliant for creating terrains in SU without tons of tedious vertice editing or hit and miss sandbox tools. Need a river- A medium soft brush painted across the map takes 2 seconds in PS- sweeeet. ๐Ÿ˜Ž

                    The only real catch is the enormous amount of geometry it creates- 2 triangles per pixel of the map so a 500 x 500 px map will generate half a million triangles regardless of the complexity or simplicity of the terrain. To avoid this I usually export it as obj, polycrunch it in Meshlab and reimport it as 3ds.

                    I like the cobbled tiling components Pete, they look great.

                    Jackson

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                    • S Offline
                      silver_shadow
                      last edited by

                      hey guys, dont worry about that "poly count" issue. Sub divide and smooth, yes it makes high poly stuff from simple geometry but SO many people had find use to it, even if it had a high poly generator that is problematic. If this tool can be made, the people that really want to use it, will use it, and those who say i cant use it because my pc cant handle it, so be it. But id say it would be a really awesome thing to have in su.

                      I have seen these last few months more and more people starting to play with more detailed and higher poly models, and i must say it looks really awesome. A lot of tools were made available that made sketchup turning another page. I use whatever tools i can use to make something work, so id say go for it, i d love to see that tool being developed. ๐Ÿ˜„

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                      • J Offline
                        Jackson
                        last edited by

                        Dammit, I came to this thread via another and didn't notice it was a year old. ๐Ÿ˜• I guess this project died out then.

                        Jackson

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