joewdavies / geoblender

Tutorials for making 3D-looking maps with Blender and QGIS
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Normalization for input pixel values for TIF #4

Closed stalker314314 closed 3 years ago

stalker314314 commented 3 years ago

Hi, First of all, thanks for making this. I am Linux user for 20 years, but I stayed away from "complicated" Blender. But, as an avid OSM user, you just gave me reason to open Blender for first time determined to make something!

Issue: Once I add "subdivision surface", I got very weird behavior. As if whole plane is protruded heavily, spikes everywhere[1]. I think it is related to the fact that Blender uses meters (right?) and that TIF also outputs meters, in my case 0-2500m. However, I think your TIF must be outputting 0.0-1.0 or something small? I think I solved my problem (I think?) by adding some normalization to 0.0-1.0 range, as in picture[1]. However, first I am not sure if this is my problem only, or there is some step missing from your tutorial, so I wanted to sync with you. What do you think?

[1] slika

[2] slika

joewdavies commented 3 years ago

This normalisation process should not be needed. What is the scale set to on your displacement node? have you tried lowering that value?

stalker314314 commented 3 years ago

Scale is (default) set to 1.000 and managed to lower it to 0.01, but Blender doesn't allow me to go lower than that. With 0.01, I cannot get it to be lower than 2500*0.01=25 which is still extruded far above my camera. This is why I had to "normalize"

joewdavies commented 3 years ago

In that case it's a problem with your TIF. Did you export it from QGIS as a rendered image?

stalker314314 commented 3 years ago

OK, that was a problem. I just exported it as TIF:( (I thought I know that, first part of tutorial and skipped it:D) I will close this issue, thanks for helping!