Forum: Bryce


Subject: Grayscale pixel levels to heightmap interpretation in TE

Quest opened this issue on Mar 13, 2006 ยท 23 posts


Quest posted Tue, 14 March 2006 at 9:37 AM

Thanks guys and gals! LOLThat is true Danamo and would perhaps take a little more ingenuity to interpret. 8 bit is 256 colors whereas 16 bit is 65,536 colors and we would then have to set up a ratio where 65,536 is divided 256 times which is 256. Or better said, 256 squared will equal 65,536. So if you need for the Terrain Editor to interpret a 16 bit color say to a pixel level comparable to a 128, 8 bit color level (128 is half of 256 hence 128 x 2 = 256) then all you would need do is multiply 128 x 256 = 32,768 which is exactly half of 65,536 (32,768 x 2 = 65,536). The same thing would be true for say if you want a 64 pixel level heightmap but at a 16 bit level as opposed to a 8 bit level, then 64 x 256 = 16,384. But actually if 16 bit color is added it would double the refinement and give you a more concise model with cleaner edges. But I would think that all this math would be integrated into the software module and you would get a similar presentation as the one I offered but with double the accuracy and refinement.

Message edited on: 03/14/2006 09:51