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Eriq Muhammad Adams J. eriq.adams@ub.ac.id Informatics Engineering University of Brawijaya
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Terrain Particle Systems 2D Filter Effect Demo Agenda
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Steps to create terrain : Create heightmap Create terrain textures Generate Terrain Optimize generated terrain Terrain
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Heightmaps are an efficient way of representing the shape of a hilly landscape. Low values (e.g. 0 or 50) are valeys. High values (e.g. 200, 255) are hills. Terrain (cont.)
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Heightmap to Terrain Terrain (cont.)
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Heightmap File : The size must be square and a power of two Examples: 128×128, 256×256, 512×512, 1024×1024 Color mode: 255 grayscales. If you supply a color image, it will be converted to grayscale (with possibly weird results). Save it as a normal.jpg or.png file Terrain (cont.)
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Step to create HeightMap : Create a Texture object Load your prepared heightmap texture into the texture object Create an AbstractHeightmap object from an ImageBasedHeightMap. ImageBasedHeightMap expects the following parameters: An ImageToAwt.convert()ed image file A boolean whether you are using 16 bit – here false. A boolean whether you are using an alphamap – here true. Load the heightmap. Terrain (cont.)
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Heightmap code : Terrain (cont.)
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Texture splatting allows you create a custom textured material and “paint” on it. Steps in creating terrain textures : Create texture splatting by layering textures Painting the texture by creating alpha map Terrain (cont.)
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Steps in creating Alpha Map : 1.Make a copy of your terrains heightmap, mountains512.png, so you know the shape of the landscape. 2.Name the copy alphamap.png. 3.Open alphamap.png in a graphic editor and switch the image mode to color image. I.Paint the black valleys in the image red – this will be the grass. II.Paint the white hills in shades of green – this will be the dirt of the mountains. III.Paint blue lines where you want roads to cross the landscape. Terrain (cont.)
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Terrain texturing code Terrain (cont.)
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Optimize generated terrain JME3 includes an optimization that adjusts the level of detail of the rendered terrain depending on how close or far the camera is. Terrain (cont.)
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Please see example in HelloTerrain.java Terrain (cont.)
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You can get particle effect by use ParticleEmitter class. Particle Systems
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Steps to create particle effect : Create emitter Create emitter texture Configure Emitter Particle Systems (cont.)
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Emitter setting
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Example code : Particle Systems (cont.)
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Please see example in HelloEffects.java Particle Systems (cont.)
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Light Scattering (TestLightScattering.java) Depth of Field Blur (TestDepthOfField.java) Toon Effect (TestCartoonEdge.java, TestTransparentCartoonEdge) Bloom (TestBloom.java) Fog (TestFog.java) 2D Filter Effect
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Avalaible in TerrainDemo.zipTerrainDemo.zip Demo
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