Subnautica heightmap (spoliers)
tanzanite
Join Date: 2016-10-06 Member: 222904Members
Wrote some html/javascript to generate heightmaps out of subnautica *.optoctrees (current stable release). Using multiple color gradients to indicate depth.
Boy is it hard to find a color scheme that does not look like a** nor ambiguous
Currently using:
. zmapGradient( 160, 196, 196, 255); // depth, red, green, blue
. zmapGradient( 1, 160, 128, 16);
. zmapGradient( -1, 0, 255, 0);
. zmapGradient( -100, 128, 0, 0);
. zmapGradient( -200, 0, 0, 0);
. zmapGradient( -300, 0, 0, 255);
. zmapGradient( -400, 128, 64, 0);
. zmapGradient( -500, 255, 255, 255); // there essentially is nothing below 500
. zmapGradient(-3040, 0, 0, 0);
Any ideas for better gradients?
Current map (~6MB png, the whole 4096x4096) https://lensdump.com/i/6MedT
Boy is it hard to find a color scheme that does not look like a** nor ambiguous
Currently using:
. zmapGradient( 160, 196, 196, 255); // depth, red, green, blue
. zmapGradient( 1, 160, 128, 16);
. zmapGradient( -1, 0, 255, 0);
. zmapGradient( -100, 128, 0, 0);
. zmapGradient( -200, 0, 0, 0);
. zmapGradient( -300, 0, 0, 255);
. zmapGradient( -400, 128, 64, 0);
. zmapGradient( -500, 255, 255, 255); // there essentially is nothing below 500
. zmapGradient(-3040, 0, 0, 0);
Any ideas for better gradients?
Current map (~6MB png, the whole 4096x4096) https://lensdump.com/i/6MedT
Comments
https://lensdump.com/i/6Dqp9 - contains river depth and below (including the deepest Degasi base that leads to one of the entrances)
https://lensdump.com/i/6DBF2 - contains castle depth and below
https://lensdump.com/i/6Dd1o - contains lava area and below
Tried some algorithms to suppress the distracting ledges at cave ceilings, but finally decided against it (tended to hurt other cave detail).
Oh, and added a legend to the generator - it adds the full gradient and depths to used gradient points.
Have not found a better gradient set for the main map, so not making a new one yet.
Have not looked into it. Last i generated meshes from voxel data i used a homebrew method (smoothed and then voxel vertices offset by signed distance respective to the voxels center) - don't know what method Subnautica uses. Some derivative of metaballs perhaps? Yeah, no idea.
(Not sure what you mean by "sd". But yes, i just use voxel materials directly to determine where matter is)