Bryce and DAZ Productions
by Catacomber · in Torque Game Engine · 09/27/2008 (2:47 pm) · 4 replies
Do they work with the Torque Game Engine? Has anyone used them with Torque?
About the author
#2
This is the reference image imported into torque.
This is what it looks like as a torque terrain.
This is a closer in view.
As you can see, the results don't look quite the same.
09/27/2008 (4:37 pm)
I just tried to import a bryce terrain into torque. The results are not what I expected.This is the reference image imported into torque.
This is what it looks like as a torque terrain.
This is a closer in view.
As you can see, the results don't look quite the same.
#3
09/27/2008 (4:45 pm)
You will have to produce heightmaps, which, as Ted noted, have some issues with scaling terrains because of the differences in the terrain algorithms used between the two. Bryce and Daz Studio (and Poser) are designed a procedural rendering applications. They are designed for multiple passes, not for realtime meshwork. Most models that you use with Daz will be Poser content and not available for mesh licensing. If you are making a 2D game using rendered character, they will be fine (and if you pay for premium content on Daz or Renderocity or Content Paradise, they can look great). If you want to use them as full in-game realtime meshes, they're not designed for that.
#4
09/29/2008 (8:32 am)
What Dave said. If you render out terrain and import it, you'll get all sorts of funky weirdness, because the heightfields usually read only one channel of an image's RGB data (usually red, sometimes green). That's why heightfields are grayscale, just to set all the channels to the same value so you get the same result no matter what app you throw it into. So, the short answer is that you're looking to export the grayscale image that you modify in Bryce to make the terrain, not an overhead render. HTH.
Torque 3D Owner Ted Southard