Planet heightmap

The older maps are also still available for those who would prefer them. There are several differences between the old and new maps: 1 I have modified my color correction to be a more realistic and less orangey - Mars is bluish basalt rock covered with pink-red sand. If you look carefully at my original Mars map, the lighting on the craters which interfers with proper bump-map lighting comes from all different directions.

Also, as many have pointed out, the color position of the craters didn't line up well with the bump-map information, so there was a troubling double image effect, particularly in the southern hemisphere.

I have moved features around, and painted out the highlight and shadow on many craters, and then used the MEDGR information to create new crater detail that exactly lines up with the bump-map information. Rendering the planet with the normal map instead of the old bump map reveals dramatically realistic shading and surface detail.

Finally, these maps are offered in higher resolution than the old maps. In addition to the 6k map previously offered, I now have 10k and 12k versions. The 1K versions of these images are free.

planet heightmap

Bandwidth costs force me to charge a nominal fee for the hi-resolution versions 2K, 4K and 6K. Please note: When you get to the end of the PayPal process there will be a "Continue" button on the lower right side of the screen. When you click the "Continue" button you will be brought to the page on this site where you can download the larger image maps. Phobos and Deimos are aspherical moons of Mars, which means you cannot simply slap a map on a sphere and expect to get a reasonable representation of either of them.

I prevailed upon Raul Alvarez of the Open Universe project to supply me with his 3D object files of these bodies. I ran his files through a polygon reduction filter, and then hand painted bump maps in order to replicate the surface features of these moons. Of the two, Phobos is the most interesting, with a rather pronounced impact crator on one side and considerable stress fractures radiating from it. Deimos on the other hand is your basic space rock. I took liberties with both bodies, paying attention to the large scale features but improvising a lot of small cratering and surface effects for the sake of keeping the texture interesting.

Maxon's Body Paint program is an amazing way to paint directly on 3D objects in real time. The big differerence between this map and the one below, aside from the color correction, is that I have extensively retouched the map to remove the lighting cues from the craters, and then generated new detail from the height information in the topology map.

This map now lines up with the normal and topology maps perfectly. Although it is difficult to see here in the thumbnail image, this normal map of the martian topology encodes a staggering amount of surface detail that results in incredibly realistic lighting compared to the older bump map method.

If your rendering program supports the use of normal maps, I highly suggest using this instead of the bump map below. Click here to see the difference between bump mapping and normal mapping. Normalized 8bit greyscale topology map derived from the original 16bit source.When you have a game with a huge world potentially infiniteyou may face some problems due to the limited resources of the computers.

For example, it is not possible to keep rendering the whole world every time, since this will use a lot of processing power and memory. The idea of this tutorial series is to show how to manage such a huge world, by activating and deactivating world areas according to the proximity of the player.

In the second tutorial we are going to add more stuff to the world, such as trees. We are also going to add a fog to hide distant regions so that the player can not see they being deactivated.

Don't miss out! There are different ways to create the world map of your game. Since the focus of this tutorial is on how to handle such world map, and not on how to create it, we are going to use an automated tool to create the map. The tool we are going to use is called L3DT. This tool allows you to generate huge world maps which you can import in Unity later. Start by downloading and installing the program. We are going to create a Designable map.

Select the map size you prefer. You can leave the other parameters in their default values. In the calculation queue window, select all maps to be created. In the end, we are only going to use the height map and the texture map, but generating the other maps will add information to the texture map in the end.

For each map, you can leave the default parameters. What we need to do now is exporting the height map and the texture map, so that we can import them later in Unity.

In order to export the height map, select the heightfield tab, then right-click on the map and select Export.

Unity only imports RAW, so we need to export it in this format. The texture map can be exported in a similar way. Select the texture map tab, right-click on the map and select Export. We are going to export it in the PNG format. First, open the Unity project you have created. This will create a new object with the Terrain component.

Now, we are going to import the height map and the texture map into this terrain. In order to import the height map, select the terrain settings, go to the Heightmap section and click on Import Raw. Then, select the height map you have export from L3DT. The size in the Y axis defines the height of the mountains, so you can try different values until you find the one that looks better in your game.

In order to import the texture map, you need to select the Paint texture option in the Terrain component. Then, click Edit textures to add a new texture. However, notice that, due to different coordinate systems between L3DT and Unity, the Y size must be negative After doing so, you should have your map imported in Unity. Now, our next step will be to slice this map into tiles. As I mentioned, we are going to activate the map regions that are close to the player, while deactivating those far away from it.

In order to do so, we need to slice our world map into tiles. Instead of writing our own code to slice the map, we are going to use a solution available online. Here you can download a Unity package to split terrains.

After downloading it, just open it and it will import itself into your project.I work in the field of advertising. One day I needed an image map of our planet for use in a rendering for a printed piece, and was suprised to discover that such a thing was pretty hard to find. So I created my own using scanned data, lots of painting, and reference to USGS digital elevation map data. Once I had completed both a bump and color map of the Earth, I turned to the other planets in our solar system, scavenging data where I could and piecing together the images I am sharing here.

Above, you'll find links to pages where you can obtain high-quality texture maps of the planets for the purpose of 3D rendering. You'll find notes on the creation or source of each map, and a small sample rendering of the map to show you how it will look in your artwork.

Interspersed amongst the pages you will find the occasional rendering tip. These maps are simple cylindrical projections, designed to be applied to spheres using spherical projection. If you use any other projection method, the map will appear distorted on the final product. A note about prices: Some of the larger maps and the 3D objects require PayPal payment. This has been done to help defray the costs associated with hosting this site. I've tried to keep the prices reasonable and fair.

A note about nomenclature: Some of the maps here are available in more than one size. I have chosen to label these 1K, 2K, 4K, etc. The number refers to the horizontal resolution of the image. A 4K image is pixels wide.

The vertical resolution is always half of the horizontal. On each page is a thumbnail image of the map used on a sphere in Cinema4D. If you click on the thumbnail image, a larger, more detailed version will open in a new window. The maps are free to download and use as source material or resource in artwork or rendering CGI or real time in any kind of project - personal, commercial, broadcast, or display.

You are not free to redistribute the maps "as is" in any medium - online, CD, for sale, etc. That is to say, the results of using the maps are free to use and distribute, but the maps as direct source material for those results may not be, unless you have my permission.

The maps may not be included as they exist on this site in any kind of commercial, shareware, or freeware product without my permission. The maps may not be repackaged with 3D models and sold in any form. The maps may not be given away in whole or in part on another website or in a freeware or commercial product without my permission. Here are some examples of usage that I hope will clear the situation up: Example 1 - The Simulator or Game You are a software author who has created a Solar System simulator and you want to use my planet texture maps in your program.

Since the primary intent of your use is to create real time renderings utilizing the planet texture maps as a resource in your software product, this is an acceptable use under my copyright terms.

Example 2 - The Fantasy Poster You are an artist who is producting a poster for sale on the internet and you wish to use one of my planet texture maps as source material in your artwork. Since the primary intent of your use is to create artwork using the planet texture maps as a resource in your artwork, this is an acceptable use under my copyright terms.

Example 3 - The Japanese Space Museum You are the curator of a Japanese Space Museum and you wish to use my planet texture maps in an animated display showing the motions of the solar system. Since the primary intent of your use is to create artwork the animation using the planet texture maps as resources, this is an acceptable use under my copyright terms.

Example 4 - The 3D Rendering Program You are a software author and you wish to include the planet texture maps from my site with your product as part of the content set you are offering with your program commercial, shareware, or freeware. Since you want to distribute the maps, and not the results of using the maps, you will need my permission to do so.

planet heightmap

Example 5 - The Quick Buck Artist You are looking to make some money off of my work, and you decide to package up some sphere models made in 3D Studio Max with my maps wrapped around them, and sell them on a website for a significant amount of money.

Since you want to distribute the maps, and not the results of using the maps, you will need my persmission to do so. Except I will not give you permission to directly sell what I am giving away for free here — that would be unethical and a blot on your karma. Shame on you.Ultra-Fast and fluid performance - What you do is what you see.

planet heightmap

World Creator is the world's first real-time Terrain and Landscape Generator that performs all its generation and design processes entirely on the GPU using thousands of cores combining procedural power with creative freedom and efficiency of a real-time workflow. Be more creative than ever before. With a real-time workflow, you have lots of room for experiemntation, which means low-stakes creation that saves immense amounts of money and time.

Get ready to close the gap between your ideas and your final product - this is terrain and landscape generation light years ahead. Transform and erode - let World Creator make it looking real. World Creators unique and powerful generator allows you to apply and combine many different kind of filters to modify the terrain you created or imported from another source. Erode, create rivers and lakes, apply sediments, transform, stylize, simulate water flow and sediment transport as well as sediment deposit, and so much more, entirely in real-time.

Draw anytime anything, anywhere.

planet heightmap

Create roads, rivers, lakes, plateaus, terraces, raise mountains, and more - or just draw the shape you want by hand or use custom height-maps and real-world data to stamp your terrain. The terrain and landscape editing capabilities allow you to draw any filter such as erosion and sedimentation up to textures, blend-maps or even 3D models such as trees and rocks and many more that World Creator has to offer.

Use powerful selectors, blend-maps, and masks, that you can paint directly in the 3D view and immediately see the results in real-time on the final terrain.

World Creator even has a highly flexible flow-map generator integrated that can be utilized by every single texture, color, and gradient, during the texturing and coloring process, in real-time. World Creator allows you to import and manage your own custom textures and gradients. World Creator ships with a library that contains royalty free textures from our friends at GameTextures.

mars texture map

In real-time and almost photo-real. The render-engine of World Creator features most modern rendering techniques such as real-time global illumination with day-night cycles, atmosphere and world inscatter, depth-of-field, bloom, god-rays, rain, color grading, lens-flares, realistic ocean rendering and tons of more awesome built-in effects, to create an almost photo-real rendering in real-time. Import your own custom 3D models and distribute them on the terrain to create a lively scene, and all that, in real-time.

World Creator ships with a library that contains royalty-free assets such as trees, rocks, flowers, grass, stumps, and a lot more - each can be placed procedurally and manually. Whatever you create in World Creator, you can export it and further utilize it in other applications, such as game engines, modelling applications, and more. World Creator is highly compatible - it has never been so easy. Cinema 4D. Quixel Mixer.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

planet texture maps

Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. I would like to procedurally generate planets, but I don't know how to wrap a heightmap around a sphere. I already know how to generate plane heightmaps, but not how to generate spherical ones. Can someone push me in the right direction? Typically the strategy is not to produce a spherical height map, but instead to produce a normal height-map and wrap it around a sphere.

You can find some questions on the site already about this process. There are a number of strategies for doing this, some of them as simple as mapping the Cartesian coordinates to spherical coordinates, or warping the 6 faces of a cube into a sphere similar to this.

There are plenty of ways to represent your map. Care needs to be taken to ensure your height-map properly wraps so that the terrain meets up where your height-map touches itself. Creating tileable noise is a start, but you can also use techniques like the diamond square algorithm to easily generate wrapped noise. Sign up to join this community.

The best answers are voted up and rise to the top.

Space Engineers - Planet Modding Tutorial Ep5: More on Heightmaps

Home Questions Tags Users Unanswered. Generate planet like heightmaps Ask Question. Asked 5 years, 4 months ago. Active 5 years, 4 months ago. Viewed 2k times.

Subscribe to RSS

Active Oldest Votes. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. The Overflow How many jobs can be done at home?

Featured on Meta. Community and Moderator guidelines for escalating issues via new response…. Feedback on Q2 Community Roadmap. Linked Displayed layers and layers order:.

Map settings new map to apply :. Generator settings:. Fantasy Map Generator is a free open source tool which procedurally generates fantasy maps. You may use auto-generated maps as they are, edit them or even create a new map from scratch. Join our Discord server and Reddit community to ask questions, get help and share created maps.

You may support the project on Patreon. The project is under active development. Creator and main maintainer: Azgaar. For older versions see the changelog.

To track the development progress see the devboard. Please report bugs here. You can also contact me directly via email. Special thanks to all supporters on Patreon! Cell: X: Y:. Generator uses pop-up window to download files. Please ensure your browser does not block popups. Group regions Opacity 0. Click to overview: Burgs Rivers Military Cells.

Options: Edit mode:. Render ocean cells. Allow water erosion.Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Apr 25, Posts: Hey, I have been working on a procedural planet generator for Unity and it is ready to be released to all of you in the Asset Store.

Hopefully this package will help to make procedural planet generation more accessible to a greater range of games. You can use it to easily design interesting looks for your planets, using a node-based editor and also by painting heights directly onto the surface. I hope you like it! Terrain painting : paint features directly on to planet surface! Powerful node-based editor to control the procedural generation.

Run-time generation for minimal application size. Easily save planets to meshes and prefabs. Full source code and shader graphs included. Support for both Unity Free and Pro! Some pictures: Tutorial video:. Last edited by a moderator: Jun 19, HenryVDec 4, EliasMasche and aaronhm77 like this.

thoughts on “Planet heightmap”

Leave a Comment