enter image description here

I created this with world machine and imported it into blender via a .tif heightmap and applied it to a subdivided plane with displacement.

But the scale is wrong! It seems that every value I have is twice as powerful as I need.

enter image description here

As you can see in this image, my imported heigtmap in orange is twice as "sharp" compared to my original model exported in .obj from my software. And the two mountains have the same dimensions!

How can I counter this issue in blender?

I think that my white value and black values need to be twice as soft to correct this? Is this right?

  • 1
    $\begingroup$ Sounds like a color space issue, like differences between linear and logarithmic $\endgroup$ – Duarte Farrajota Ramos Feb 27 at 18:05
  • 5
    $\begingroup$ The height map should have been saved as linear (with no gamma correction), and when imported it should be interpreted as data. $\endgroup$ – cegaton Feb 27 at 18:08
  • $\begingroup$ i cant save the heightmap to 16bit files: PNG( same result) TIFF and other files that i dont know about : Povray-TGA, RAW16, RAWFP32, BT(VTP Format, PGM (ASCII), HFZ but for peoples that have the same problem as me in general, how can i correct this problem once the import is done ? $\endgroup$ – DB3D Feb 27 at 18:18
  • $\begingroup$ Plug in some math nodes + colorramps and scale it by eyeballing. If you can't find out how it is exported and all your import options don't work there are not many other choices $\endgroup$ – WhatAMesh Feb 27 at 18:25

unfortunatly i was forced to use the displacement method within the shader editor nodes... because i had to use a math node to correct black and white value with a math node set on power 0.5; the i adjust the scaling of the displacement

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you can do the same in the texture editor, but right now on 2.8 its totally useless and broken

  • $\begingroup$ did you set the height map image to be interpreted as non-color? $\endgroup$ – cegaton Feb 27 at 19:42
  • $\begingroup$ didnt change anything $\endgroup$ – DB3D Mar 2 at 12:40
  • $\begingroup$ Sorry, what is "useless and broken"? $\endgroup$ – B Layer Apr 7 at 4:09
  • $\begingroup$ Texture editor is unusable for me, and it will be replace soon this month $\endgroup$ – DB3D Apr 7 at 8:54
  • $\begingroup$ I got that you think it's broken but still don't know how. The way you've described it you have a broken process and are expecting Blender to fix it for you. $\endgroup$ – B Layer Apr 9 at 8:55

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