1.in blender make your terrain using A.N.T. Landscape Generator [write down the size of your terrain]
2.in A.N.T. Landscape Generator go to option tab and save the terrain as an Height Maps
3.save the image in blender UV image editor as tga/raw tga
4.open up the image in XnView and save it as a raw but before that press option choice raw and for channel type set greyscale and starting offset to 8 or 16
5.in unity create a terrain and import your HeightMap raw file
6.set the size of your terrain [1.] and depth 8 or 16 depend of how you put it in XnView and press import
Cool, I’m glad someone was able to figure out a way to use A.N.T. with Unity. Thanks for sharing!
VERY old thread I realize, but this seems the appropriate place to do so to correct for blender version.
This must have been done on 2.49 , because there is no Ant landscape ‘option’ tab , I looked everywhere and found nothing, and definitely no ‘easy’ way to save a heightmap, but completely doable with a bit of patience.
THe reference to UV image editor is therefore irrelevant, unless someone wants to show otherwise , meaning options 2 and 3 do not work anymore. If someone knows how, fine please post but its not in 2.76b anymore.
I"ve never tried XnView , but its still available and sounds very interesting. I"ve been looking for a direct approach to go from blender format of png 16bit black/white using a color ramp ( black and white ramp) via the camera top down approach ( as seen in various tutorials ) to raw16 which most game engine terrain import/export 's support.
I"ve tried various programs, haven’t tired gimp as I have PS, but I can’t get a true heightmap for game engines and I’ve looked around .
Using blender ANT plugin is very handy, but you can’t export ‘raw’ format which I prefer because its the most used format.
I checked out microdem a bit more, and it turns out I can make a fairly decent ( not tested just yet but I have confidence) import of a png from blender ( ramp method only works ) , then load into microdem, right click image > Map shading options > elevation left side tick, elevation ‘button’ at bottom > choose topography left menu then make sure ‘white /back’ , top to bottom are selected top right , ok the ok . That should do it, respond here if not and I"lll try to help if I missed something. Anyway that gives you the right format to go further, ie: PNG black/white 16bit, then save where you want in same area ( click folder icon), then render and you’re don’t.
Then load in either PS or GImp, and convert ( current state should be fine) make sure its still saying 16 bit, greyscale, and export to raw format ( ps wize it makes a copy, just what it does) , windows format and you’re ready to bring into just about any engine, not just unity.
Insane to take so many steps, but I’m not sure there is a better way , that’s any less insane ![]()