Heightmap [script]
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 From:  pixelhouse
7547.51 
Hi Michael,
step files are a lot smaller and easier to manipulate as the polygons. Another advantage is the editor sppeed. I'm using Cinema 4d for my workflow: Plane 1000x1000 subdivisions, convert to polys,
load the image in the displacement-deformer and divide the plane one more time. So I have a nice base to create the mountains.
I need to bool wholes in the surface to place parts of energy like wind, water and so on in to the surface. the bool-operations are strange to create in cinema, and it needs a lot of time.

So I thought the workflow with Moi and step-files are a lot easier and faster. I have learned the Software of the milling machine can't read the step-files.

I will send you the file via Dropbox in the next 2 days.
Thank you for your assessment, Michael!


Hi Chris,
I've learned a lot about milling machines in the last 2 days. The optical impression (hope thats correct) in Moi of my landscape was great, and I thought wow, thats it! Its a perfect way to generate the models we need.
For more detail I use world machine to add details like small stones and errosions and make an B and W image output for cinema 4d.
I go forward to optimize my polygon workflow with many different tools to create the best result for our clients. I've tested a part of the mountains (100x100x100 mm) out to the milling machine and the client are satisfied with the result.

Thanks for your help!
Hope my english is understandable :)

Kind regards
Jörg
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 From:  Max Smirnov (SMIRNOV)
7547.52 
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 From:  Finema
7547.53 In reply to 7547.52 
Hi Max
have you change something because the mesh size is very tight
Thanks
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 From:  Max Smirnov (SMIRNOV)
7547.54 In reply to 7547.53 
Hi Finema,

no, I didn't change anything
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 From:  Max Smirnov (SMIRNOV)
7547.55 
Today I wrote RasterImage script based on heightmap (inspired by Paper.js examples)

http://moi.maxsm.net/files/scripts/RasterImage.v.0.5.2018.02.25(MoI.v4).zip

EDITED: 7 Mar 2022 by SMIRNOV

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 From:  ed (EDDYF)
7547.56 In reply to 7547.55 
Amazing work Max!

By the way, if you squint your eyes while looking at Max's image above you'll be amazed how it comes to life!

Ed Ferguson
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 From:  Frenchy Pilou (PILOU)
7547.57 
Cool!

No possibility to put colors from image ?

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  Frenchy Pilou (PILOU)
7547.58 
French Version of HeightMap ;)
http://moiscript.weebly.com/heightmap.html

---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  amur (STEFAN)
7547.59 
Hi Pilou,

a color version for you, as .pdf which you can load into Affinity Designer and then make a big
poster from it. :-)



Regards
Stefan

EDITED: 5 Nov 2019 by STEFAN


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 From:  Frenchy Pilou (PILOU)
7547.60 In reply to 7547.59 
Cool !

but the PDF has no color inside Moi! ;)
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  amur (STEFAN)
7547.61 
I know, maybe worth to ask for a feature request in v4...

Regards
Stefan
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 From:  Frenchy Pilou (PILOU)
7547.62 In reply to 7547.61 
Yes :)

Here a random one! :)
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  Mindset (IGNITER)
7547.63 In reply to 7547.52 
Hello Max,

I hesitate to ask anything of you as you have been so very generous.

However, I continue to wonder if it might be possible to generate Heightmaps from within MOI.
This would augment your wonderful script by allowing z coordinates from existing MOI surfaces to be altered within image processers (i.e. Photoshop) and vice versa.
The ability to iteratively import & export Heightmaps would broaden the range of possibilities exponentially by applying the power of each toolset to the other.

Best regards from your most grateful and ardent fan,
-- Mindset
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 From:  Michael Gibson
7547.64 In reply to 7547.63 
Hi Mindset, you could use the Transform > Deform > Flow command in MoI to apply a heightmap over an existing surface.

Draw a plane at the z = 0 level of the heightmap, then select the heightmap to be the object to deform, run Transform > Deform > Flow, then when it asks for the base surface select your z = 0 plane, and for the target surface select the existing surface.

There's more information about Flow here:
http://moi3d.com/3.0/docs/moi_command_reference8.htm#flow

- Michael
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 From:  Mindset (IGNITER)
7547.65 In reply to 7547.64 
Yes, thank you Michael... at the risk of redundancy, I reiterate that Moi3D has given me more joy than any other intangible product since the Beatles; and for a baby-boomer that is saying a lot!

All the very sophisticated contributions bestowed by our extraordinarily vibrant community of users are also particularly significant.

However, there are potentially limitless possibilities that the iteratively import & export of Heightmaps could allow.
An example might be the inclusion of gradients in various blending modes clipped into layers that could influence the resulting surface in unimaginable ways. It is doubtful that anyone could predict the artful outcomes that our community might come up with through such means.

In any case, there is a particular heightmap challenge for which I am willing to pay some reasonable amount for a workable solution. Given a contoured, vertically symmetric, pseudo-cylindrical curvaceous surface... it is desirable to have a heighmap relative to a central vertical axis for which the output width would correspond to the varying surface circumferences. If possible, it would be preferable that the solution find the center point for each segment of calculation, rather than measuring surface distance from some predetermined linear axis. It would be acceptable to have the 'front' and 'back' 180° output separately. If someone is interested in undertaking this challenge, please message me.

I remain extremely grateful.
Many thanks,
-- Mindset

P.S.
A special salute to Max.
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 From:  bemfarmer
7547.66 In reply to 7547.65 
That sound quite a bit like unwrapping a cylinder...
- Brian
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 From:  Mindset (IGNITER)
7547.67 In reply to 7547.66 
@bemfarmer [That sound quite a bit like unwrapping a cylinder...]

Yes, it does need to be "unwrapped".
The result should be a displacement map rather than a transformed surface.
Obviously we are not considering a true cylinder which, by definition, would always be equidistant from its central axis (of course).

EDITED: 26 Feb 2018 by IGNITER

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